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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 <list>
#include <set>
class ShieldProjectile;
class CRepulseGfx;
class CPlasmaRepulser: public CWeapon
{
CR_DECLARE(CPlasmaRepulser)
public:
CPlasmaRepulser(CUnit* owner, const WeaponDef* def);
~CPlasmaRepulser();
void Init();
void DependentDied(CObject* o);
bool HaveFreeLineOfFire(const float3& pos, bool userTarget, const CUnit* unit) const;
void Update();
void SlowUpdate();
void NewProjectile(CWeaponProjectile* p);
float NewBeam(CWeapon* emitter, float3 start, float3 dir, float length, float3& newDir);
bool BeamIntercepted(CWeapon* emitter, float3 start, float damageMultiplier = 1.0f); // returns true if we are a repulsing shield
void SetEnabled(bool b) { isEnabled = b; }
void SetCurPower(float p) { curPower = p; }
bool IsEnabled() const { return isEnabled; }
float GetCurPower() const { return curPower; }
int GetHitFrames() const { return hitFrames; }
private:
void FireImpl(bool scriptCall) {}
private:
// these are strictly unsynced
ShieldProjectile* shieldProjectile;
std::set<CWeaponProjectile*> repulsedProjectiles;
float curPower;
float radius;
float sqRadius;
int hitFrames;
int rechargeDelay;
bool isEnabled;
};
#endif
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