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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MeleeWeapon.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "System/mmgr.h"
CR_BIND_DERIVED(CMeleeWeapon, CWeapon, (NULL));
CR_REG_METADATA(CMeleeWeapon,(
CR_RESERVED(8)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMeleeWeapon::CMeleeWeapon(CUnit* owner)
: CWeapon(owner)
{
}
CMeleeWeapon::~CMeleeWeapon()
{
}
void CMeleeWeapon::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;
if (!onlyForward) {
wantedDir = targetPos - weaponPos;
wantedDir.Normalize();
}
}
CWeapon::Update();
}
void CMeleeWeapon::FireImpl()
{
if (targetType == Target_Unit) {
const float3 impulseDir = (targetUnit->pos - weaponMuzzlePos).Normalize();
const float3 impulseVec = impulseDir * owner->mass * weaponDef->damages.impulseFactor;
// the heavier the unit, the more impulse it does
targetUnit->DoDamage(weaponDef->damages, impulseVec, owner, weaponDef->id);
}
}
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