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