File: ExplosiveProjectile.cpp

package info (click to toggle)
spring 104.0%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 47,512 kB
  • sloc: cpp: 391,093; ansic: 79,943; python: 12,356; java: 12,201; awk: 5,889; sh: 1,826; xml: 655; makefile: 486; perl: 405; php: 211; objc: 194; sed: 2
file content (146 lines) | stat: -rw-r--r-- 4,075 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */


#include "ExplosiveProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/ColorMap.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Projectiles/ExplosionGenerator.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/ProjectileMemPool.h"
#include "Sim/Weapons/WeaponDef.h"

#ifdef TRACE_SYNC
	#include "System/Sync/SyncTracer.h"
#endif

CR_BIND_DERIVED_POOL(CExplosiveProjectile, CWeaponProjectile, , projMemPool.alloc, projMemPool.free)

CR_REG_METADATA(CExplosiveProjectile, (
	CR_SETFLAG(CF_Synced),
	CR_MEMBER(invttl),
	CR_MEMBER(curTime)
))


CExplosiveProjectile::CExplosiveProjectile(const ProjectileParams& params): CWeaponProjectile(params)
	, invttl(0.0f)
	, curTime(0.0f)
{
	projectileType = WEAPON_EXPLOSIVE_PROJECTILE;

	mygravity = params.gravity;
	useAirLos = true;

	if (weaponDef != NULL) {
		SetRadiusAndHeight(weaponDef->collisionSize, 0.0f);
		drawRadius = weaponDef->size;
	}

	if (ttl <= 0) {
		invttl = 1.0f;
	} 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
}

void CExplosiveProjectile::Update()
{
	CProjectile::Update();

	if (--ttl == 0) {
		Collision();
	} else {
		if (ttl > 0) {
			explGenHandler->GenExplosion(cegID, pos, speed, ttl, damages->damageAreaOfEffect, 0.0f, nullptr, nullptr);
		}
	}

	curTime += invttl;
	curTime = std::min(curTime, 1.0f);

	if (weaponDef->noExplode && TraveledRange()) {
		CProjectile::Collision();
		return;
	}

	UpdateGroundBounce();
	UpdateInterception();
}

void CExplosiveProjectile::Draw(CVertexArray* va)
{
	// do not draw if a 3D model has been defined for us
	if (model != nullptr)
		return;

	unsigned char col[4] = {0};

	if (weaponDef->visuals.colorMap) {
		weaponDef->visuals.colorMap->GetColor(col, curTime);
	} else {
		col[0] = weaponDef->visuals.color.x * 255;
		col[1] = weaponDef->visuals.color.y * 255;
		col[2] = weaponDef->visuals.color.z * 255;
		col[3] = 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 / stages;

	const float3 ndir = dir * separation * 0.6f;

	va->EnlargeArrays(stages * 4,0, VA_SIZE_TC);

	for (int stage = 0; stage < stages; ++stage) { //! CAUTION: loop count must match EnlargeArrays above
		const float stageDecay = (stages - (stage * alphaDecay)) * invStages;
		const float stageSize  = drawRadius * (1.0f - (stage * sizeDecay));

		const float3 ydirCam  = camera->GetUp()    * stageSize;
		const float3 xdirCam  = camera->GetRight() * stageSize;
		const float3 stageGap = (noGap)? (ndir * stageSize * stage): (ndir * drawRadius * stage);
		const float3 stagePos = drawPos - stageGap;

		col[0] = stageDecay * col[0];
		col[1] = stageDecay * col[1];
		col[2] = stageDecay * col[2];
		col[3] = stageDecay * col[3];

		va->AddVertexQTC(stagePos - xdirCam - ydirCam, tex->xstart, tex->ystart, col);
		va->AddVertexQTC(stagePos + xdirCam - ydirCam, tex->xend,   tex->ystart, col);
		va->AddVertexQTC(stagePos + xdirCam + ydirCam, tex->xend,   tex->yend,   col);
		va->AddVertexQTC(stagePos - xdirCam + ydirCam, tex->xstart, tex->yend,   col);
	}
}

int CExplosiveProjectile::ShieldRepulse(const float3& shieldPos, float shieldForce, float shieldMaxSpeed)
{
	if (luaMoveCtrl)
		return 0;

	const float3 rdir = (pos - shieldPos).Normalize();

	if (rdir.dot(speed) < shieldMaxSpeed) {
		SetVelocityAndSpeed(speed + (rdir * shieldForce));
		return 2;
	}

	return 0;
}

int CExplosiveProjectile::GetProjectilesCount() const
{
	return weaponDef->visuals.stages;
}