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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef DAMAGE_ARRAY_H
#define DAMAGE_ARRAY_H
#include <algorithm>
#include <vector>
#include "System/creg/creg_cond.h"
class float3;
class DamageArray
{
CR_DECLARE(DamageArray)
public:
DamageArray(float damage = 1.0f);
DamageArray(const DamageArray& other) { *this = other; }
virtual ~DamageArray() { }
DamageArray operator * (float damageMult) const;
void SetDefaultDamage(float damage);
int GetNumTypes() const { return damages.size(); }
float Get(int typeIndex) const { return damages[typeIndex]; }
void Set(int typeIndex, float d) { damages[typeIndex] = d; }
float GetDefault() const { return damages[0]; }
int paralyzeDamageTime;
float impulseFactor;
float impulseBoost;
float craterMult;
float craterBoost;
protected:
std::vector<float> damages;
};
class DynDamageArray : public DamageArray
{
CR_DECLARE(DynDamageArray)
public:
DynDamageArray(float damage = 1.0f);
DynDamageArray(const DynDamageArray& other) { *this = other; refCount = 1; }
~DynDamageArray();
void PostLoad();
DamageArray GetDynamicDamages(const float3& startPos, const float3& curPos) const;
static const DynDamageArray* IncRef(const DynDamageArray* dda);
static void DecRef(const DynDamageArray* dda);
static DynDamageArray* GetMutable(const DynDamageArray*& dda);
float dynDamageExp;
float dynDamageMin;
float dynDamageRange;
bool dynDamageInverted;
float craterAreaOfEffect;
float damageAreaOfEffect;
float edgeEffectiveness;
float explosionSpeed;
mutable int refCount;
bool fromDef;
};
#endif
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