colobot/src/object/task/taskshield.h

92 lines
2.6 KiB
C++

/*
* 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 <glm/glm.hpp>
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;
};