File: ShieldSegmentProjectile.h

package info (click to toggle)
spring 103.0%2Bdfsg2-1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 43,720 kB
  • ctags: 63,685
  • sloc: cpp: 368,283; ansic: 33,988; python: 12,417; java: 12,203; awk: 5,879; sh: 1,846; xml: 655; perl: 405; php: 211; objc: 194; makefile: 77; sed: 2
file content (92 lines) | stat: -rw-r--r-- 2,094 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef SHIELD_PROJECTILE_H
#define SHIELD_PROJECTILE_H

#include "Sim/Projectiles/Projectile.h"
#include <System/creg/STL_List.h>
#include "System/float3.h"
#include "System/type2.h"
#include "System/Color.h"

class CUnit;
class CPlasmaRepulser;
struct WeaponDef;

struct AtlasedTexture;
class ShieldSegmentProjectile;


class ShieldSegmentCollection
{
	CR_DECLARE_STRUCT(ShieldSegmentCollection)
public:
	// creg only
	ShieldSegmentCollection() { }
	ShieldSegmentCollection(CPlasmaRepulser*);
	~ShieldSegmentCollection();

	void Update();

	bool AllowDrawing();
	CPlasmaRepulser* GetShield() const { return shield; }
	const AtlasedTexture* GetShieldTexture() const { return shieldTexture; }
	float3 GetShieldDrawPos() const;
	void UpdateColor();
	SColor GetColor() const { return color; }
	float GetSize() const { return size; }

	void PostLoad();
private:
	bool UsingPerlinNoise() const;
	CPlasmaRepulser* shield;
	const AtlasedTexture* shieldTexture;
	int lastAllowDrawingframe;
	bool allowDrawing;
	float size;
	SColor color;

	// NOTE: these are also registered in ProjectileHandler
	std::vector<ShieldSegmentProjectile*> shieldSegments; //FIXME deque
};



class ShieldSegmentProjectile: public CProjectile
{
	CR_DECLARE_DERIVED(ShieldSegmentProjectile)
public:
	ShieldSegmentProjectile() { }
	ShieldSegmentProjectile(
		ShieldSegmentCollection* collection,
		const WeaponDef* shieldWeaponDef,
		const float3& shieldSegmentPos,
		int xpart,
		int ypart
	);
	~ShieldSegmentProjectile();

	void Draw() override;
	void Update() override;
	void PreDelete();
	void Reload(
		ShieldSegmentCollection* collection,
		const int xpart,
		const int ypart
	);

	virtual int GetProjectilesCount() const override;

private:
	static const float3* GetSegmentVertices(const int xpart, const int ypart);
	static const float2* GetSegmentTexCoords(const AtlasedTexture* texture, const int xpart, const int ypart);

private:
	ShieldSegmentCollection* collection;
	const float3* vertices;
	const float2* texCoors;

};

#endif