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// ExplosiveProjectile.cpp: implementation of the CExplosiveProjectile class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "mmgr.h"
#include "ExplosiveProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/ColorMap.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#include "GlobalUnsynced.h"
#ifdef TRACE_SYNC
#include "Sync/SyncTracer.h"
#endif
CR_BIND_DERIVED(CExplosiveProjectile, CWeaponProjectile, (float3(0, 0, 0), float3(0, 0, 0), NULL, NULL, 1, 0));
CR_REG_METADATA(CExplosiveProjectile, (
CR_SETFLAG(CF_Synced),
CR_MEMBER(areaOfEffect),
CR_RESERVED(16)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CExplosiveProjectile::CExplosiveProjectile(const float3& pos,
const float3& speed, CUnit* owner, const WeaponDef *weaponDef, int ttl,
float areaOfEffect, float g GML_PARG_C):
CWeaponProjectile(pos, speed, owner, 0, ZeroVector, weaponDef, 0, ttl GML_PARG_P),
areaOfEffect(areaOfEffect),
curTime(0)
{
//! either map or weaponDef gravity
mygravity = g;
useAirLos = true;
if (weaponDef) {
SetRadius(weaponDef->collisionSize);
drawRadius = weaponDef->size;
}
if (ttl <= 0)
invttl = 1;
else
invttl = 1.0f / ttl;
#ifdef TRACE_SYNC
tracefile << "New explosive: ";
tracefile << pos.x << " " << pos.y << " " << pos.z << " " << speed.x << " " << speed.y << " " << speed.z << "\n";
#endif
if (cegTag.size() > 0) {
ceg.Load(explGenHandler, cegTag);
}
}
CExplosiveProjectile::~CExplosiveProjectile()
{
}
void CExplosiveProjectile::Update()
{
pos += speed;
speed.y += mygravity;
ttl--;
if (ttl == 0) {
Collision();
} else {
if (cegTag.size() > 0 && ttl > 0) {
ceg.Explosion(pos, ttl, areaOfEffect, 0x0, 0.0f, 0x0, speed);
}
}
if (weaponDef->noExplode) {
if (TraveledRange())
CProjectile::Collision();
}
curTime += invttl;
if (curTime > 1) {
curTime = 1;
}
UpdateGroundBounce();
}
void CExplosiveProjectile::Collision()
{
if (!weaponDef->noExplode) {
float h=ground->GetHeight2(pos.x,pos.z);
if(h>pos.y){
float3 n=ground->GetNormal(pos.x,pos.z);
pos-=speed*std::max(0.0f,std::min(1.0f,float((h-pos.y)*n.y/n.dot(speed)+0.1f)));
}
else if (weaponDef->waterweapon) {
return; //let waterweapons go underwater
}
}
CWeaponProjectile::Collision();
}
void CExplosiveProjectile::Collision(CUnit *unit)
{
CWeaponProjectile::Collision(unit);
}
void CExplosiveProjectile::Draw(void)
{
if (s3domodel) { //dont draw if a 3d model has been defined for us
return;
}
inArray = true;
unsigned char col[4];
if (weaponDef->visuals.colorMap) {
weaponDef->visuals.colorMap->GetColor(col, curTime);
} else {
col[0] = int(weaponDef->visuals.color.x * 255);
col[1] = int(weaponDef->visuals.color.y * 255);
col[2] = int(weaponDef->visuals.color.z * 255);
col[3] = int(weaponDef->intensity * 255);
}
const AtlasedTexture* tex = weaponDef->visuals.texture1;
const float alphaDecay = weaponDef->visuals.alphaDecay;
const float sizeDecay = weaponDef->visuals.sizeDecay;
const float separation = weaponDef->visuals.separation;
const bool noGap = weaponDef->visuals.noGap;
const int stages = weaponDef->visuals.stages;
const float invStages = 1.0f / (float)stages;
float3 dir = speed;
dir.Normalize();
dir *= separation * 0.6f;
va->EnlargeArrays(stages*4,0,VA_SIZE_TC);
for (int a = 0; a < stages; ++a) { //! CAUTION: loop count must match EnlargeArrays above
const float aDecay = (stages - (a * alphaDecay)) * invStages;
col[0] = int(aDecay * col[0]);
col[1] = int(aDecay * col[1]);
col[2] = int(aDecay * col[2]);
col[3] = int(aDecay * col[3]);
const float size = drawRadius * (1.0f - (a * sizeDecay));
const float3 up = camera->up * size;
const float3 right = camera->right * size;
const float3 interPos2 = drawPos - ((noGap)?(dir * size * a):(dir * drawRadius * a));
va->AddVertexQTC(interPos2 - right - up, tex->xstart, tex->ystart, col);
va->AddVertexQTC(interPos2 + right - up, tex->xend, tex->ystart, col);
va->AddVertexQTC(interPos2 + right + up, tex->xend, tex->yend, col);
va->AddVertexQTC(interPos2 - right + up, tex->xstart, tex->yend, col);
}
}
int CExplosiveProjectile::ShieldRepulse(CPlasmaRepulser* shield,float3 shieldPos, float shieldForce, float shieldMaxSpeed)
{
float3 dir = pos - shieldPos;
dir.Normalize();
if (dir.dot(speed) < shieldMaxSpeed) {
speed += dir * shieldForce;
return 2;
}
return 0;
}
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