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#include "object.h"
#include "registrar.h"
#include "mrt/random.h"
#include "config.h"
#include "world.h"
#include "math/unary.h"
#include "tmx/map.h"
#include "ai/targets.h"
class BallisticMissile : public Object {
public:
virtual Object * clone() const { return new BallisticMissile(*this); }
BallisticMissile() : Object("ballistic-missile"), _fall(false), _launch(false), _reaction(true) {
set_directions_number(16);
piercing = true;
}
void on_spawn() {
play("main", true);
float duration = 5.0f, launch_duration = 512.0f / speed;
_launch.set(launch_duration);
_fall.set(duration - launch_duration);
float reaction = 0.05f;
mrt::randomize(reaction, reaction / 10);
_reaction.set(reaction);
set_direction(4);
_direction = _velocity = v2<float>(0, -1);
Object *target = spawn("ballistic-missile-target", "target");
target_id = target->get_id();
speed_backup = speed;
}
virtual const bool skip_rendering() const {
float l = _launch.get(), f = _fall.get();
return l >= 1 && f < 1;
}
void calculate(const float dt) {
bool react = _reaction.tick(dt), falling = _fall.tick(dt), launch = !_launch.tick(dt);
//LOG_DEBUG(("launch: %c, falling: %c", launch?'+':'-', falling?'+':'-'));
if (launch) {
_velocity = v2<float>(0, -1);
} else if (!falling) {
v2<float> pos = get_position();
if (react) {
Object *target = World->getObjectByID(target_id);
if (target == NULL) {
Object::emit("death", NULL); //just hide
return;
}
speed = target->speed * 1.3f;
_velocity = get_relative_position(target) + v2<float>(0, -512);
//LOG_DEBUG(("correcting: %g", _velocity.x));
}
} else { //falling
if (speed != speed_backup) {
speed = speed_backup;
Object *target = World->getObjectByID(target_id);
ttl = ((target != NULL)?get_relative_position(target).length():512.0f) / speed;
set_direction(12);
}
_velocity = v2<float>(0, 1);
/*
v2<float> pos = get_center_position(), tpos;
if (target != NULL)
tpos = target->get_center_position();
if (target == NULL || tpos.y <= 0) {
tpos = pos + v2<float>(0, 50);
}
_velocity = Map->distance(pos, tpos);
if (_velocity.y <= 0) {
if (animation == "nuke-missile") {
spawn("nuke-explosion", "nuke-explosion");
}
emit("death", NULL);
if (target)
target->emit("death", NULL);
} else {
if (math::abs(_velocity.x) * 5 > _velocity.y)
_velocity.x = _velocity.y / 5;
}
*/
}
}
void emit(const std::string &event, Object * emitter) {
if (event == "death") {
Object *target = World->getObjectByID(target_id);
if (target != NULL)
target->emit("death", NULL);
if (animation == "nuke-missile") {
spawn("nuke-explosion", "nuke-explosion");
}
}
Object::emit(event, emitter);
}
virtual void serialize(mrt::Serializator &s) const {
Object::serialize(s);
s.add(_fall);
s.add(_launch);
s.add(_reaction);
s.add(speed_backup);
s.add(target_id);
}
virtual void deserialize(const mrt::Serializator &s) {
Object::deserialize(s);
s.get(_fall);
s.get(_launch);
s.get(_reaction);
s.get(speed_backup);
s.get(target_id);
}
private:
Alarm _fall, _launch, _reaction;
float speed_backup;
int target_id;
};
class BallisticMissileTarget : public Object {
public:
virtual Object * clone() const { return new BallisticMissileTarget(*this); }
BallisticMissileTarget() : Object("mark"), _reaction(true) {
set_directions_number(1);
}
void on_spawn() {
GET_CONFIG_VALUE("objects.target.reaction-time", float, rt, 0.2f);
mrt::randomize(rt, rt / 10);
_reaction.set(rt);
play("main", true);
}
void calculate(const float dt) {
if (!_reaction.tick(dt))
return;
v2<float> pos, vel;
if (get_nearest(ai::Targets->troops, speed * 5.0f, pos, vel, false)) {
_velocity = pos;
return;
}
}
virtual void serialize(mrt::Serializator &s) const {
s.add(_reaction);
Object::serialize(s);
}
virtual void deserialize(const mrt::Serializator &s) {
s.get(_reaction);
Object::deserialize(s);
}
private:
Alarm _reaction;
};
REGISTER_OBJECT("ballistic-missile", BallisticMissile, ());
REGISTER_OBJECT("ballistic-missile-target", BallisticMissileTarget, ());
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