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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "EmgProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/Sync/SyncTracer.h"
CR_BIND_DERIVED(CEmgProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CEmgProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(intensity),
CR_MEMBER(color),
CR_RESERVED(8)
))
CEmgProjectile::CEmgProjectile(const ProjectileParams& params): CWeaponProjectile(params)
{
projectileType = WEAPON_EMG_PROJECTILE;
if (weaponDef != NULL) {
SetRadiusAndHeight(weaponDef->collisionSize, 0.0f);
drawRadius = weaponDef->size;
intensity = weaponDef->intensity;
color = weaponDef->visuals.color;
} else {
intensity = 0.0f;
}
#ifdef TRACE_SYNC
tracefile << "New emg: ";
tracefile << pos.x << " " << pos.y << " " << pos.z << " " << speed.x << " " << speed.y << " " << speed.z << "\n";
#endif
}
void CEmgProjectile::Update()
{
// disable collisions when ttl reaches 0 since the
// projectile will travel far past its range while
// fading out
checkCol &= (ttl >= 0);
deleteMe |= (intensity <= 0.0f);
if (!luaMoveCtrl) {
pos += speed;
}
if (ttl <= 0) {
// fade out over the next 10 frames at most
intensity -= 0.1f;
intensity = std::max(intensity, 0.0f);
} else {
explGenHandler->GenExplosion(cegID, pos, speed, ttl, intensity, 0.0f, NULL, NULL);
}
UpdateGroundBounce();
UpdateInterception();
--ttl;
}
void CEmgProjectile::Draw()
{
inArray = true;
unsigned char col[4];
col[0] = (unsigned char) (color.x * intensity * 255);
col[1] = (unsigned char) (color.y * intensity * 255);
col[2] = (unsigned char) (color.z * intensity * 255);
col[3] = intensity * 255;
va->AddVertexTC(drawPos - camera->right * drawRadius-camera->up * drawRadius, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->ystart, col);
va->AddVertexTC(drawPos + camera->right * drawRadius-camera->up * drawRadius, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->ystart, col);
va->AddVertexTC(drawPos + camera->right * drawRadius+camera->up * drawRadius, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->yend, col);
va->AddVertexTC(drawPos - camera->right * drawRadius+camera->up * drawRadius, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->yend, col);
}
int CEmgProjectile::ShieldRepulse(CPlasmaRepulser* shield, 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;
}
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