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// Rifle.cpp: implementation of the CRifle class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "Game/GameHelper.h"
#include "LogOutput.h"
#include "Map/Ground.h"
#include "myMath.h"
#include "Rifle.h"
#include "Sim/Projectiles/Unsynced/HeatCloudProjectile.h"
#include "Sim/Projectiles/Unsynced/SmokeProjectile.h"
#include "Sim/Projectiles/Unsynced/TracerProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "Sync/SyncTracer.h"
#include "mmgr.h"
CR_BIND_DERIVED(CRifle, CWeapon, (NULL));
CR_REG_METADATA(CRifle,(
CR_RESERVED(8)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CRifle::CRifle(CUnit* owner)
: CWeapon(owner)
{
}
CRifle::~CRifle()
{
}
void CRifle::Update()
{
if(targetType!=Target_None){
weaponPos=owner->pos+owner->frontdir*relWeaponPos.z+owner->updir*relWeaponPos.y+owner->rightdir*relWeaponPos.x;
weaponMuzzlePos=owner->pos+owner->frontdir*relWeaponMuzzlePos.z+owner->updir*relWeaponMuzzlePos.y+owner->rightdir*relWeaponMuzzlePos.x;
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
CWeapon::Update();
}
bool CRifle::TryTarget(const float3 &pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (unit) {
if (unit->isUnderWater)
return false;
} else {
if (pos.y < 0)
return false;
}
float3 dir = pos - weaponMuzzlePos;
float length = dir.Length();
if (length == 0)
return true;
dir /= length;
float g = ground->LineGroundCol(weaponMuzzlePos, pos);
if (g > 0 && g < length * 0.9f)
return false;
float spread = (accuracy + sprayAngle) * (1 - owner->limExperience * 0.9f);
if (helper->TestAllyCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, owner)) {
// note: check avoidFriendly?
return false;
}
if (avoidNeutral && helper->TestNeutralCone(weaponMuzzlePos, dir, length, spread, owner)) {
return false;
}
return true;
}
void CRifle::FireImpl()
{
float3 dir=targetPos-weaponMuzzlePos;
dir.Normalize();
dir+=(gs->randVector()*sprayAngle+salvoError)*(1-owner->limExperience*0.9f);
dir.Normalize();
const CUnit* hit;
float length=helper->TraceRay(weaponMuzzlePos, dir, range, weaponDef->damages[0], owner, hit, collisionFlags);
if (hit) {
CUnit* hitM = uh->units[hit->id];
hitM->DoDamage(weaponDef->damages, owner, ZeroVector, weaponDef->id);
new CHeatCloudProjectile(weaponMuzzlePos + dir * length, hit->speed*0.9f, 30, 1, owner);
}
new CTracerProjectile(weaponMuzzlePos,dir*projectileSpeed,length,owner);
new CSmokeProjectile(weaponMuzzlePos,float3(0,0.0f,0),70,0.1f,0.02f,owner,0.6f);
}
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