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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FlameProjectile.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"
CR_BIND_DERIVED(CFlameProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CFlameProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(spread),
CR_MEMBER(curTime),
CR_MEMBER(physLife),
CR_MEMBER(invttl),
CR_RESERVED(16)
))
CFlameProjectile::CFlameProjectile(const ProjectileParams& params):CWeaponProjectile(params)
, curTime(0.0f)
, physLife(0.0f)
, invttl(1.0f / ttl)
, spread(params.spread)
{
projectileType = WEAPON_FLAME_PROJECTILE;
if (weaponDef != NULL) {
SetRadiusAndHeight(weaponDef->size * weaponDef->collisionSize, 0.0f);
drawRadius = weaponDef->size;
physLife = 1.0f / weaponDef->duration;
}
}
void CFlameProjectile::Collision()
{
const float3& norm = CGround::GetNormal(pos.x, pos.z);
const float ns = speed.dot(norm);
SetVelocityAndSpeed(speed - (norm * ns));
SetPosition(pos + UpVector * 0.05f);
curTime += 0.05f;
}
void CFlameProjectile::Update()
{
if (!luaMoveCtrl) {
SetPosition(pos + speed);
UpdateGroundBounce();
SetVelocityAndSpeed(speed + spread);
}
UpdateInterception();
radius = radius + weaponDef->sizeGrowth;
sqRadius = radius * radius;
drawRadius = radius * weaponDef->collisionSize;
curTime += invttl;
if (curTime > physLife) {
checkCol = false;
}
if (curTime > 1) {
curTime = 1;
deleteMe = true;
}
explGenHandler->GenExplosion(cegID, pos, speed, curTime, 0.0f, 0.0f, NULL, NULL);
}
void CFlameProjectile::Draw()
{
inArray = true;
unsigned char col[4];
weaponDef->visuals.colorMap->GetColor(col, curTime);
va->AddVertexTC(drawPos - camera->right * radius - camera->up * radius, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->ystart, col);
va->AddVertexTC(drawPos + camera->right * radius - camera->up * radius, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->ystart, col);
va->AddVertexTC(drawPos + camera->right * radius + camera->up * radius, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->yend, col);
va->AddVertexTC(drawPos - camera->right * radius + camera->up * radius, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->yend, col);
}
int CFlameProjectile::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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