File: ExplosiveProjectile.cpp

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */


#include "ExplosiveProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/ColorMap.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"

#ifdef TRACE_SYNC
	#include "System/Sync/SyncTracer.h"
#endif

CR_BIND_DERIVED(CExplosiveProjectile, CWeaponProjectile, (ProjectileParams()))

CR_REG_METADATA(CExplosiveProjectile, (
	CR_SETFLAG(CF_Synced),
	CR_MEMBER(areaOfEffect),
	CR_MEMBER(invttl),
	CR_MEMBER(curTime)
))

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////


CExplosiveProjectile::CExplosiveProjectile(const ProjectileParams& params): CWeaponProjectile(params)
	, areaOfEffect(0.0f)
	, invttl(0.0f)
	, curTime(0.0f)
{
	projectileType = WEAPON_EXPLOSIVE_PROJECTILE;

	mygravity = params.gravity;
	useAirLos = true;

	if (weaponDef != NULL) {
		SetRadiusAndHeight(weaponDef->collisionSize, 0.0f);
		drawRadius = weaponDef->size;
		areaOfEffect = weaponDef->damageAreaOfEffect;
	}

	if (ttl <= 0) {
		invttl = 1.0f;
	} else {
		invttl = 1.0f / ttl;
	}

#ifdef TRACE_SYNC
	tracefile << "New explosive: ";
	tracefile << pos.x << " " << pos.y << " " << pos.z << " " << speed.x << " " << speed.y << " " << speed.z << "\n";
#endif
}

void CExplosiveProjectile::Update()
{
	CProjectile::Update();

	if (--ttl == 0) {
		Collision();
	} else {
		if (ttl > 0) {
			explGenHandler->GenExplosion(cegID, pos, speed, ttl, areaOfEffect, 0.0f, NULL, NULL);
		}
	}

	curTime += invttl;
	curTime = std::min(curTime, 1.0f);

	if (weaponDef->noExplode && TraveledRange()) {
		CProjectile::Collision();
		return;
	}

	UpdateGroundBounce();
	UpdateInterception();
}

void CExplosiveProjectile::Draw()
{
	if (model) {
		// do not draw if a 3D model has been defined for us
		return;
	}

	inArray = true;

	unsigned char col[4] = {0};

	if (weaponDef->visuals.colorMap) {
		weaponDef->visuals.colorMap->GetColor(col, curTime);
	} else {
		col[0] = weaponDef->visuals.color.x * 255;
		col[1] = weaponDef->visuals.color.y * 255;
		col[2] = weaponDef->visuals.color.z * 255;
		col[3] = weaponDef->intensity       * 255;
	}

	const AtlasedTexture* tex = weaponDef->visuals.texture1;
	const float  alphaDecay = weaponDef->visuals.alphaDecay;
	const float  sizeDecay  = weaponDef->visuals.sizeDecay;
	const float  separation = weaponDef->visuals.separation;
	const bool   noGap      = weaponDef->visuals.noGap;
	const int    stages     = weaponDef->visuals.stages;
	const float  invStages  = 1.0f / stages;

	const float3 ndir = dir * separation * 0.6f;

	va->EnlargeArrays(stages * 4,0, VA_SIZE_TC);

	for (int stage = 0; stage < stages; ++stage) { //! CAUTION: loop count must match EnlargeArrays above
		const float stageDecay = (stages - (stage * alphaDecay)) * invStages;
		const float stageSize  = drawRadius * (1.0f - (stage * sizeDecay));

		const float3 ydirCam  = camera->up    * stageSize;
		const float3 xdirCam  = camera->right * stageSize;
		const float3 stageGap = (noGap)? (ndir * stageSize * stage): (ndir * drawRadius * stage);
		const float3 stagePos = drawPos - stageGap;

		col[0] = stageDecay * col[0];
		col[1] = stageDecay * col[1];
		col[2] = stageDecay * col[2];
		col[3] = stageDecay * col[3];

		va->AddVertexQTC(stagePos - xdirCam - ydirCam, tex->xstart, tex->ystart, col);
		va->AddVertexQTC(stagePos + xdirCam - ydirCam, tex->xend,   tex->ystart, col);
		va->AddVertexQTC(stagePos + xdirCam + ydirCam, tex->xend,   tex->yend,   col);
		va->AddVertexQTC(stagePos - xdirCam + ydirCam, tex->xstart, tex->yend,   col);
	}
}

int CExplosiveProjectile::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;
}