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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LaserCannon.h"
#include "WeaponDef.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/myMath.h"
CR_BIND_DERIVED(CLaserCannon, CWeapon, (NULL, NULL))
CR_REG_METADATA(CLaserCannon,(
CR_MEMBER(color),
CR_RESERVED(8)
))
CLaserCannon::CLaserCannon(CUnit* owner, const WeaponDef* def)
: CWeapon(owner, def)
, color(def->visuals.color)
{
}
void CLaserCannon::Update()
{
if (targetType != Target_None) {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
float3 wantedDirTemp = targetPos - weaponPos;
const float targetDist = wantedDirTemp.LengthNormalize();
if (!onlyForward && targetDist != 0.0f) {
wantedDir = wantedDirTemp;
}
predict = targetDist / projectileSpeed;
}
CWeapon::Update();
}
void CLaserCannon::UpdateRange(float val)
{
// round range *DOWN* to integer multiple of projectile speed
//
// (val / speed) is the total number of frames the projectile
// is allowed to do damage to objects, ttl decreases from N-1
// to 0 and collisions are checked at 0 inclusive
range = std::max(1.0f, std::floor(val / weaponDef->projectilespeed)) * weaponDef->projectilespeed;
}
void CLaserCannon::FireImpl(bool scriptCall)
{
float3 dir = targetPos - weaponMuzzlePos;
const float dist = dir.LengthNormalize();
const int ttlreq = std::ceil(dist / weaponDef->projectilespeed);
const int ttlmax = std::floor(range / weaponDef->projectilespeed) - 1;
if (onlyForward && owner->unitDef->IsStrafingAirUnit()) {
// [?] StrafeAirMovetype cannot align itself properly, change back when that is fixed
dir = owner->frontdir;
}
dir += (gs->randVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.Normalize();
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.speed = dir * projectileSpeed;
params.ttl = mix(std::max(ttlreq, ttlmax), std::min(ttlreq, ttlmax), weaponDef->selfExplode);
WeaponProjectileFactory::LoadProjectile(params);
}
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