0ad/source/simulation/Aura.h

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#ifndef INCLUDED_AURA
#define INCLUDED_AURA
#include "EntityHandles.h"
#include "maths/Vector4D.h"
#include "scripting/SpiderMonkey.h"
#include "ps/CStr.h"
class CEntity;
class CAura
{
public:
JSContext* m_cx;
CEntity* m_source;
CStrW m_name;
CVector4D m_color;
float m_radius; // In graphics units
int m_tickRate; // In milliseconds
JSObject* m_handler;
std::vector<HEntity> m_influenced;
int m_tickCyclePos; // Add time to this until it's time to tick again
CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, int tickRate, const CVector4D& color, JSObject* handler );
~CAura();
// Remove all entities from under our influence; this isn't done in the destructor since
// the destructor needs to be called at the end of the program when some CEntities
// have been deleted despite our keeping handles to them, in addition to just when an
// entity dies. RemoveAll will only be called in the second case.
void RemoveAll();
// Forcefully removes an entity from the aura. Useful so that a unit that is killed can
// notify its auras to remove it before it dies (so they can still access its data).
void Remove( CEntity* ent );
// Called to update the aura each simulation frame.
void Update( int timestep );
};
#endif