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
|
/* 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/RenderDataBuffer.hpp"
#include "Rendering/Textures/ColorMap.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Projectiles/ExplosionGenerator.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
CR_BIND_DERIVED(CExplosiveProjectile, CWeaponProjectile, )
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 != nullptr) {
SetRadiusAndHeight(weaponDef->collisionSize, 0.0f);
drawRadius = weaponDef->size;
}
if (ttl <= 0) {
invttl = 1.0f;
} else {
invttl = 1.0f / ttl;
}
}
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(GL::RenderDataBufferTC* va) const
{
// do not draw if a 3D model has been defined for us
if (model != nullptr)
return;
unsigned char col[4] = {0};
const WeaponDef::Visuals& wdVisuals = weaponDef->visuals;
const AtlasedTexture* tex = wdVisuals.texture1;
if (wdVisuals.colorMap != nullptr) {
wdVisuals.colorMap->GetColor(col, curTime);
} else {
col[0] = wdVisuals.color.x * 255;
col[1] = wdVisuals.color.y * 255;
col[2] = wdVisuals.color.z * 255;
col[3] = weaponDef->intensity * 255;
}
const float alphaDecay = wdVisuals.alphaDecay;
const float sizeDecay = wdVisuals.sizeDecay;
const float separation = wdVisuals.separation;
const bool noGap = wdVisuals.noGap;
const int stages = wdVisuals.stages;
const float invStages = 1.0f / std::max(1, stages);
const float3 ndir = dir * separation * 0.6f;
for (int stage = 0; stage < stages; ++stage) {
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->SafeAppend({stagePos - xdirCam - ydirCam, tex->xstart, tex->ystart, col});
va->SafeAppend({stagePos + xdirCam - ydirCam, tex->xend, tex->ystart, col});
va->SafeAppend({stagePos + xdirCam + ydirCam, tex->xend, tex->yend, col});
va->SafeAppend({stagePos + xdirCam + ydirCam, tex->xend, tex->yend, col});
va->SafeAppend({stagePos - xdirCam + ydirCam, tex->xstart, tex->yend, col});
va->SafeAppend({stagePos - xdirCam - ydirCam, tex->xstart, tex->ystart, 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;
}
|