/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #pragma once #include "object/task/task.h" #include const float RADIUS_SHIELD_MIN = 40.0f; // minimum radius of the protected zone const float RADIUS_SHIELD_MAX = 100.0f; // maximum radius of the protected zone enum TaskShieldPhase { TS_UP1 = 1, // up TS_UP2 = 2, // up TS_SHIELD = 3, // shield deployed TS_SMOKE = 4, // smoke TS_DOWN1 = 5, // down TS_DOWN2 = 6, // down }; enum TaskShieldMode { TSM_UP = 1, // deploys shield TSM_DOWN = 2, // returns the shield TSM_UPDATE = 3, // radius change TSM_START = 4, // start with shield up }; class CShielder; class CTaskShield : public CBackgroundTask { public: CTaskShield(COldObject* object); ~CTaskShield(); bool EventProcess(const Event &event) override; Error Start(TaskShieldMode mode, float delay); Error IsEnded() override; bool IsBusy() override; bool Abort() override; float GetActiveRadius(); protected: Error Stop(); bool CreateLight(glm::vec3 pos); void IncreaseShield(); float GetRadius(); protected: CShielder* m_shielder; TaskShieldPhase m_phase = TS_UP1; float m_progress = 0.0f; float m_speed = 0.0f; float m_time = 0.0f; float m_delay = 0.0f; float m_lastParticle = 0.0f; float m_lastRay = 0.0f; float m_lastIncrease = 0.0f; float m_energyUsed = 0.0f; bool m_bError = false; glm::vec3 m_shieldPos = { 0, 0, 0 }; int m_rankSphere = 0; int m_soundChannel = 0; int m_effectLight = 0; };