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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SmokeProjectile.h"
#include "WreckProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/Colors.h"
#include "Rendering/ProjectileDrawer.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Projectiles/ProjectileHandler.h"
CR_BIND_DERIVED(CWreckProjectile, CProjectile, (NULL, ZeroVector, ZeroVector, 0.0f))
CR_REG_METADATA(CWreckProjectile,
CR_RESERVED(8)
)
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CWreckProjectile::CWreckProjectile(CUnit* owner, float3 pos, float3 speed, float temperature)
: CProjectile(pos, speed, owner, false, false, false)
{
checkCol = false;
drawRadius = 2.0f;
}
void CWreckProjectile::Update()
{
speed.y += mygravity;
speed.x *= 0.994f;
speed.z *= 0.994f;
if (speed.y > 0) {
speed.y *= 0.998f;
}
pos += speed;
if (!(gs->frameNum & (projectileHandler->particleSaturation < 0.5f? 1: 3))) {
CSmokeProjectile* hp = new CSmokeProjectile(owner(), pos, ZeroVector, 50, 4, 0.3f, 0.5f);
hp->size += 0.1f;
}
if (pos.y + 0.3f < CGround::GetApproximateHeight(pos.x, pos.z)) {
deleteMe = true;
}
}
void CWreckProjectile::Draw()
{
inArray = true;
unsigned char col[4];
col[0] = (unsigned char) (0.15f * 200);
col[1] = (unsigned char) (0.1f * 200);
col[2] = (unsigned char) (0.05f * 200);
col[3] = 200;
#define wt projectileDrawer->wrecktex
va->AddVertexTC(drawPos - camera->right * drawRadius - camera->up * drawRadius, wt->xstart, wt->ystart, col);
va->AddVertexTC(drawPos + camera->right * drawRadius - camera->up * drawRadius, wt->xend, wt->ystart, col);
va->AddVertexTC(drawPos + camera->right * drawRadius + camera->up * drawRadius, wt->xend, wt->yend, col);
va->AddVertexTC(drawPos - camera->right * drawRadius + camera->up * drawRadius, wt->xstart, wt->yend, col);
#undef wt
}
void CWreckProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
points.AddVertexQC(pos, color4::redA);
}
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