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/* 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;
}
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