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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef PLASMAREPULSER_H
#define PLASMAREPULSER_H
#include "Weapon.h"
#include "Sim/Misc/CollisionVolume.h"
#include <vector>
class ShieldSegmentCollection;
class CRepulseGfx;
class CPlasmaRepulser: public CWeapon
{
CR_DECLARE_DERIVED(CPlasmaRepulser)
public:
CPlasmaRepulser(CUnit* owner = nullptr, const WeaponDef* def = nullptr);
~CPlasmaRepulser();
void Init() override final;
void DependentDied(CObject* o) override final;
bool HaveFreeLineOfFire(const float3 srcPos, const float3 tgtPos, const SWeaponTarget& trg) const override final { return true; }
void Update() override final;
void SlowUpdate() override final;
void SetEnabled(bool b) { isEnabled = b; }
void SetCurPower(float p) { curPower = p; }
bool IsEnabled() const { return isEnabled; }
bool IsActive() const;
bool IsRepulsing(CWeaponProjectile* p) const;
float GetCurPower() const { return curPower; }
float GetRadius() const { return radius; }
int GetHitFrames() const { return hitFrames; }
bool CanIntercept(unsigned interceptedType, int allyTeam) const;
bool IncomingBeam(const CWeapon* emitter, const float3& startPos, const float3& hitPos, float damageMultiplier);
bool IncomingProjectile(CWeaponProjectile* p, const float3& hitPos);
//collisions
std::vector<int> quads;
CollisionVolume collisionVolume;
int tempNum;
float3 deltaPos;
private:
void FireImpl(const bool scriptCall) override final {}
// these are strictly unsynced
ShieldSegmentCollection* segmentCollection;
std::vector<CWeaponProjectile*> repulsedProjectiles;
float3 lastPos;
float curPower;
float radius;
float sqRadius;
int hitFrames;
int rechargeDelay;
bool isEnabled;
};
#endif
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