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/* 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/float3.h"
#include "System/Vec2.h"
class CUnit;
class CPlasmaRepulser;
struct WeaponDef;
class CVertexArray;
struct AtlasedTexture;
class ShieldSegmentProjectile;
class ShieldProjectile: public CProjectile {
CR_DECLARE(ShieldProjectile);
public:
ShieldProjectile(CPlasmaRepulser*);
~ShieldProjectile();
void Update();
bool AllowDrawing();
void PreDelete() {
deleteMe = true;
shield = NULL;
}
inline CPlasmaRepulser* GetShield() const { return GML::SimEnabled() ? *(CPlasmaRepulser* volatile*)&shield : shield; }
const AtlasedTexture* GetShieldTexture() const { return shieldTexture; }
private:
CPlasmaRepulser* shield;
const AtlasedTexture* shieldTexture;
unsigned int lastAllowDrawingUpdate;
bool allowDrawing;
// NOTE: these are also registered in ProjectileHandler
std::list<ShieldSegmentProjectile*> shieldSegments;
};
class ShieldSegmentProjectile: public CProjectile {
CR_DECLARE(ShieldSegmentProjectile);
public:
ShieldSegmentProjectile(
ShieldProjectile* shieldProjectile,
const WeaponDef* shieldWeaponDef,
const float3& shieldSegmentPos,
const int xpart,
const int ypart
);
~ShieldSegmentProjectile();
void Draw();
void Update();
void PreDelete() {
deleteMe = true;
shieldProjectile = NULL;
}
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:
ShieldProjectile* shieldProjectile;
float3 segmentPos;
float3 segmentColor;
const float3* vertices;
const float2* texCoors;
float segmentSize;
float segmentAlpha;
bool usePerlinTex;
};
#endif
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