rifle.cpp
来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 102 行
CPP
102 行
// Rifle.cpp: implementation of the CRifle class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "Game/GameHelper.h"
#include "LogOutput.h"
#include "Map/Ground.h"
#include "myMath.h"
#include "Rifle.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/Weapons/WeaponDefHandler.h"
#include "Sound.h"
#include "Sync/SyncTracer.h"
#include "mmgr.h"
CR_BIND_DERIVED(CRifle, CWeapon, (NULL));
CR_REG_METADATA(CRifle,(
CR_RESERVED(8)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CRifle::CRifle(CUnit* owner)
: CWeapon(owner)
{
}
CRifle::~CRifle()
{
}
void CRifle::Update()
{
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;
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
CWeapon::Update();
}
bool CRifle::TryTarget(const float3 &pos,bool userTarget,CUnit* unit)
{
if(!CWeapon::TryTarget(pos,userTarget,unit))
return false;
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(helper->TestCone(weaponMuzzlePos,dir,length,(accuracy+sprayangle)*(1-owner->limExperience*0.9f),owner->allyteam,owner)){
return false;
}
return true;
}
void CRifle::Fire(void)
{
float3 dir=targetPos-weaponMuzzlePos;
dir.Normalize();
dir+=(gs->randVector()*sprayangle+salvoError)*(1-owner->limExperience*0.9f);
dir.Normalize();
#ifdef TRACE_SYNC
tracefile << "Rifle fire: ";
tracefile << owner->pos.x << " " << dir.x << " " << targetPos.x << " " << targetPos.y << " " << targetPos.z << "\n";
#endif
CUnit* hit;
float length=helper->TraceRay(weaponMuzzlePos, dir, range, weaponDef->damages[0], owner, hit, collisionFlags);
if(hit) {
hit->DoDamage(weaponDef->damages, owner, ZeroVector, weaponDef->id);
SAFE_NEW CHeatCloudProjectile(weaponMuzzlePos + dir * length, hit->speed*0.9f, 30, 1, owner);
}
SAFE_NEW CTracerProjectile(weaponMuzzlePos,dir*projectileSpeed,length,owner);
SAFE_NEW CSmokeProjectile(weaponMuzzlePos,float3(0,0.0f,0),70,0.1f,0.02f,owner,0.6f);
if(fireSoundId)
sound->PlaySample(fireSoundId,owner,fireSoundVolume);
}
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