emgcannon.cpp

来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 109 行

CPP
109
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#include "StdAfx.h"
#include "EmgCannon.h"
#include "Game/GameHelper.h"
#include "Game/Team.h"
#include "Map/Ground.h"
#include "Sim/MoveTypes/AirMoveType.h"
#include "Sim/Projectiles/WeaponProjectiles/EmgProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sound.h"
#include "Sync/SyncTracer.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"

CR_BIND_DERIVED(CEmgCannon, CWeapon, (NULL));

CR_REG_METADATA(CEmgCannon,(
				CR_RESERVED(8)
				));

CEmgCannon::CEmgCannon(CUnit* owner)
: CWeapon(owner)
{
}

CEmgCannon::~CEmgCannon(void)
{
}

void CEmgCannon::Update(void)
{
	if(targetType!=Target_None){
		weaponPos=owner->pos+owner->frontdir*relWeaponPos.z+owner->updir*relWeaponPos.y+owner->rightdir*relWeaponPos.x;
		weaponMuzzlePos=owner->pos+owner->frontdir*relWeaponMuzzlePos.z+owner->updir*relWeaponMuzzlePos.y+owner->rightdir*relWeaponMuzzlePos.x;
		if(!onlyForward){
			wantedDir=targetPos-weaponPos;
			wantedDir.Normalize();
		}
		predict=(targetPos-weaponPos).Length()/projectileSpeed;
	}
	CWeapon::Update();
}

bool CEmgCannon::TryTarget(const float3& pos,bool userTarget,CUnit* unit)
{
	if(!CWeapon::TryTarget(pos,userTarget,unit))
		return false;

	if (!weaponDef->waterweapon) {
		if(unit){
			if(unit->isUnderWater)
				return false;
		} else {
			if(pos.y<0)
				return false;
		}
	}

	float3 dir=pos-weaponMuzzlePos;
	float length=dir.Length();
	if(length==0)
		return true;

	dir/=length;

	float g=ground->LineGroundCol(weaponMuzzlePos,pos);
	if(g>0 && g<length*0.9f)
		return false;

	if(avoidFeature && helper->LineFeatureCol(weaponMuzzlePos,dir,length))
		return false;

	if(avoidFriendly && helper->TestCone(weaponMuzzlePos,dir,length,(accuracy+sprayangle)*(1-owner->limExperience*0.5f),owner->allyteam,owner))
		return false;
	return true;
}

void CEmgCannon::Init(void)
{
	CWeapon::Init();
}

void CEmgCannon::Fire(void)
{
#ifdef TRACE_SYNC
	tracefile << "Emg fire: ";
	tracefile << sprayangle << " " << gs->randSeed << " " << salvoError.x << " " << salvoError.z << " " << owner->limExperience << " " << projectileSpeed << "\n";
#endif
	float3 dir;
	if(onlyForward && dynamic_cast<CAirMoveType*>(owner->moveType)){		//the taairmovetype cant align itself properly, change back when that is fixed
		dir=owner->frontdir;
	} else {
		dir=targetPos-weaponMuzzlePos;
		dir.Normalize();
	}
	dir+=(gs->randVector()*sprayangle+salvoError)*(1-owner->limExperience*0.5f);
	dir.Normalize();

	SAFE_NEW CEmgProjectile(weaponMuzzlePos, dir * projectileSpeed, owner,
		weaponDef->visuals.color, weaponDef->intensity, (int) (range / projectileSpeed),
		weaponDef);

	if (fireSoundId && (!weaponDef->soundTrigger || salvoLeft == salvoSize - 1))
		sound->PlaySample(fireSoundId, owner, fireSoundVolume);
}




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