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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "Rifle.h"
#include "WeaponDefHandler.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/Unsynced/HeatCloudProjectile.h"
#include "Sim/Projectiles/Unsynced/SmokeProjectile.h"
#include "Sim/Projectiles/Unsynced/TracerProjectile.h"
#include "Sim/Units/Unit.h"
#include "System/Sync/SyncTracer.h"
#include "System/myMath.h"
CR_BIND_DERIVED(CRifle, CWeapon, (NULL));
CR_REG_METADATA(CRifle,(
CR_RESERVED(8)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CRifle::CRifle(CUnit* owner)
: CWeapon(owner)
{
}
CRifle::~CRifle()
{
}
void CRifle::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;
wantedDir = (targetPos - weaponPos).Normalize();
}
CWeapon::Update();
}
bool CRifle::TryTarget(const float3 &pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (unit) {
if (unit->isUnderWater)
return false;
} else {
if (pos.y < 0)
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;
}
const float spread =
(accuracy + sprayAngle) *
(1.0f - owner->limExperience * weaponDef->ownerExpAccWeight);
if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, true, false, false, owner)) {
return false;
}
if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, false, true, false, owner)) {
return false;
}
return true;
}
void CRifle::FireImpl()
{
float3 dir = (targetPos - weaponMuzzlePos).Normalize();
dir +=
((gs->randVector() * sprayAngle + salvoError) *
(1.0f - owner->limExperience * weaponDef->ownerExpAccWeight));
dir.Normalize();
CUnit* hitUnit;
CFeature* hitFeature;
const float length = TraceRay::TraceRay(weaponMuzzlePos, dir, range, 0, owner, hitUnit, hitFeature);
if (hitUnit) {
hitUnit->DoDamage(weaponDef->damages, ZeroVector, owner, weaponDef->id);
new CHeatCloudProjectile(weaponMuzzlePos + dir*length, hitUnit->speed * 0.9f, 30, 1, owner);
}
new CTracerProjectile(weaponMuzzlePos, dir*projectileSpeed, length, owner);
new CSmokeProjectile(weaponMuzzlePos, float3(0,0,0), 70, 0.1f, 0.02f, owner, 0.6f);
}
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