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#include "StdAfx.h"
#include "mmgr.h"
#include "FlameProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/ColorMap.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#include "GlobalUnsynced.h"
CR_BIND_DERIVED(CFlameProjectile, CWeaponProjectile, (float3(0,0,0),float3(0,0,0),float3(0,0,0),NULL,NULL,0));
CR_REG_METADATA(CFlameProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(color),
CR_MEMBER(color2),
CR_MEMBER(intensity),
CR_MEMBER(spread),
CR_MEMBER(curTime),
CR_MEMBER(physLife),
CR_MEMBER(invttl),
CR_RESERVED(16)
));
CFlameProjectile::CFlameProjectile(const float3& pos, const float3& speed, const float3& spread,
CUnit* owner, const WeaponDef* weaponDef, int ttl GML_PARG_C)
: CWeaponProjectile(pos, speed, owner, 0, ZeroVector, weaponDef, 0, ttl GML_PARG_P),
color(color),
color2(color2),
intensity(intensity),
spread(spread),
curTime(0)
{
invttl = 1.0f / ttl;
if (weaponDef) {
SetRadius(weaponDef->size*weaponDef->collisionSize);
drawRadius = weaponDef->size;
physLife = 1.0f / weaponDef->duration;
}
if (cegTag.size() > 0) {
ceg.Load(explGenHandler, cegTag);
}
}
CFlameProjectile::~CFlameProjectile(void)
{
}
void CFlameProjectile::Collision(void)
{
if (ground->GetHeight2(pos.x, pos.z) < pos.y && weaponDef->waterweapon) {
// prevent waterweapons from colliding with water
return;
}
float3 norm = ground->GetNormal(pos.x, pos.z);
float ns = speed.dot(norm);
speed -= (norm * ns);
pos.y += 0.05f;
curTime += 0.05f;
}
void CFlameProjectile::Collision(CUnit* unit)
{
CWeaponProjectile::Collision(unit);
}
void CFlameProjectile::Update(void)
{
pos += speed;
UpdateGroundBounce();
speed += spread;
radius = radius + weaponDef->sizeGrowth;
sqRadius = radius * radius;
drawRadius = radius * weaponDef->collisionSize;
curTime += invttl;
if (curTime > physLife)
checkCol = false;
if (curTime > 1) {
curTime = 1;
deleteMe = true;
}
if (cegTag.size() > 0) {
ceg.Explosion(pos, curTime, intensity, 0x0, 0.0f, 0x0, speed);
}
}
void CFlameProjectile::Draw(void)
{
inArray = true;
unsigned char col[4];
weaponDef->visuals.colorMap->GetColor(col, curTime);
va->AddVertexTC(drawPos - camera->right * radius - camera->up * radius, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->ystart, col);
va->AddVertexTC(drawPos + camera->right * radius - camera->up * radius, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->ystart, col);
va->AddVertexTC(drawPos + camera->right * radius + camera->up * radius, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->yend, col);
va->AddVertexTC(drawPos - camera->right * radius + camera->up * radius, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->yend, col);
}
int CFlameProjectile::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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