lightingcannon.cpp
来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 128 行
CPP
128 行
#include "StdAfx.h"
#include "Game/GameHelper.h"
#include "LightingCannon.h"
#include "Map/Ground.h"
#include "PlasmaRepulser.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Projectiles/WeaponProjectiles/LightingProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sound.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CLightingCannon, CWeapon, (NULL));
CR_REG_METADATA(CLightingCannon,(
CR_MEMBER(color),
CR_RESERVED(8)
));
CLightingCannon::CLightingCannon(CUnit* owner)
: CWeapon(owner)
{
}
CLightingCannon::~CLightingCannon(void)
{
}
void CLightingCannon::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();
}
}
CWeapon::Update();
}
bool CLightingCannon::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),owner->allyteam,owner))
return false;
return true;
}
void CLightingCannon::Init(void)
{
CWeapon::Init();
}
void CLightingCannon::Fire(void)
{
float3 dir=targetPos-weaponMuzzlePos;
dir.Normalize();
dir+=(gs->randVector()*sprayangle+salvoError)*(1-owner->limExperience*0.5f);
dir.Normalize();
CUnit* u=0;
float r=helper->TraceRay(weaponMuzzlePos,dir,range,0,owner,u);
float3 newDir;
CPlasmaRepulser* shieldHit;
float shieldLength=interceptHandler.AddShieldInterceptableBeam(this,weaponMuzzlePos,dir,range,newDir,shieldHit);
if(shieldLength<r){
r=shieldLength;
if(shieldHit) {
shieldHit->BeamIntercepted(this);
}
}
// if(u)
// u->DoDamage(damages,owner,ZeroVector);
// Dynamic Damage
DamageArray dynDamages;
if (weaponDef->dynDamageExp > 0)
dynDamages = weaponDefHandler->DynamicDamages(weaponDef->damages, weaponMuzzlePos, targetPos, weaponDef->dynDamageRange>0?weaponDef->dynDamageRange:weaponDef->range, weaponDef->dynDamageExp, weaponDef->dynDamageMin, weaponDef->dynDamageInverted);
helper->Explosion(weaponMuzzlePos+dir*r,weaponDef->dynDamageExp>0?dynDamages:weaponDef->damages,areaOfEffect,weaponDef->edgeEffectiveness,weaponDef->explosionSpeed,owner,false,0.5f,true,weaponDef->explosionGenerator, u,dir, weaponDef->id);
SAFE_NEW CLightingProjectile(weaponMuzzlePos,
weaponMuzzlePos + dir * (r + 10), owner, color, weaponDef, 10, this);
if (fireSoundId && (!weaponDef->soundTrigger || salvoLeft == salvoSize - 1))
sound->PlaySample(fireSoundId, owner, fireSoundVolume);
}
void CLightingCannon::SlowUpdate(void)
{
CWeapon::SlowUpdate();
//We don't do hardcoded inaccuracies, use targetMoveError if you want inaccuracy!
// if(targetType==Target_Unit){
// predict=(gs->randFloat()-0.5f)*20*range/weaponPos.distance(targetUnit->midPos)*(1.2f-owner->limExperience); //make the weapon somewhat less effecient against aircrafts hopefully
// }
}
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