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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FlameThrower.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/FlameProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "System/mmgr.h"
CR_BIND_DERIVED(CFlameThrower, CWeapon, (NULL));
CR_REG_METADATA(CFlameThrower,(
CR_MEMBER(color),
CR_MEMBER(color2),
CR_RESERVED(8)
));
CFlameThrower::CFlameThrower(CUnit* owner)
: CWeapon(owner)
{
}
CFlameThrower::~CFlameThrower(void)
{
}
void CFlameThrower::FireImpl(void)
{
const float3 dir = (targetPos - weaponMuzzlePos).Normalize();
const float3 spread =
((gs->randVector() * sprayAngle + salvoError) *
weaponDef->ownerExpAccWeight) -
(dir * 0.001f);
new CFlameProjectile(weaponMuzzlePos, dir * projectileSpeed,
spread, owner, weaponDef, (int) (range / projectileSpeed * weaponDef->duration));
}
bool CFlameThrower::TryTarget(const float3 &pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (!weaponDef->waterweapon && TargetUnitOrPositionInWater(pos, unit))
return false;
float3 dir(pos - weaponMuzzlePos);
float length = dir.Length();
if (length == 0)
return true;
dir /= length;
if (!HaveFreeLineOfFire(weaponMuzzlePos, dir, length, unit)) {
return false;
}
if (avoidFeature && TraceRay::LineFeatureCol(weaponMuzzlePos, dir, length)) {
return false;
}
if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, true, false, false, owner)) {
return false;
}
if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, false, true, false, owner)) {
return false;
}
return true;
}
void CFlameThrower::Update(void)
{
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();
}
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