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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Rifle.h"
#include "WeaponDef.h"
#include "Game/TraceRay.h"
#include "Game/GameHelper.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/Unsynced/HeatCloudProjectile.h"
#include "Sim/Projectiles/Unsynced/SmokeProjectile.h"
#include "Sim/Projectiles/Unsynced/TracerProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sim/Features/Feature.h"
#include "System/Sync/SyncTracer.h"
#include "System/myMath.h"
CR_BIND_DERIVED(CRifle, CWeapon, (NULL, NULL))
CR_REG_METADATA(CRifle,(
CR_RESERVED(8)
))
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CRifle::CRifle(CUnit* owner, const WeaponDef* def): CWeapon(owner, def)
{
}
void CRifle::Update()
{
if (targetType != Target_None) {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
wantedDir = (targetPos - weaponPos).Normalize();
}
CWeapon::Update();
}
void CRifle::FireImpl(bool scriptCall)
{
float3 dir = (targetPos - weaponMuzzlePos).Normalize();
dir +=
(gs->randVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.Normalize();
CUnit* hitUnit;
CFeature* hitFeature;
const float length = TraceRay::TraceRay(weaponMuzzlePos, dir, range, 0, owner, hitUnit, hitFeature);
const float impulse = CGameHelper::CalcImpulseScale(weaponDef->damages, 1.0f);
if (hitUnit != NULL) {
hitUnit->DoDamage(weaponDef->damages, dir * impulse, owner, weaponDef->id, -1);
new CHeatCloudProjectile(owner, weaponMuzzlePos + dir * length, hitUnit->speed * 0.9f, 30, 1);
}else if (hitFeature != NULL) {
hitFeature->DoDamage(weaponDef->damages, dir * impulse, owner, weaponDef->id, -1);
new CHeatCloudProjectile(owner, weaponMuzzlePos + dir * length, hitFeature->speed * 0.9f, 30, 1);
}
new CTracerProjectile(owner, weaponMuzzlePos, dir * projectileSpeed, length);
new CSmokeProjectile(owner, weaponMuzzlePos, ZeroVector, 70, 0.1f, 0.02f, 0.6f);
}
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