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 行
#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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