flamethrower.cpp
来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 87 行
CPP
87 行
#include "StdAfx.h"
#include "FlameThrower.h"
#include "Game/GameHelper.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/FlameProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sound.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CFlameThrower, CWeapon, (NULL));
CR_REG_METADATA(CFlameThrower,(
CR_MEMBER(color),
CR_MEMBER(color2),
CR_RESERVED(8)
));
CFlameThrower::CFlameThrower(CUnit* owner)
: CWeapon(owner)
{
}
CFlameThrower::~CFlameThrower(void)
{
}
void CFlameThrower::Fire(void)
{
float3 dir=targetPos-weaponMuzzlePos;
dir.Normalize();
float3 spread=(gs->randVector()*sprayangle+salvoError)*0.2f;
spread-=dir*0.001f;
SAFE_NEW CFlameProjectile(weaponMuzzlePos, dir * projectileSpeed,
spread, owner, weaponDef, (int) (range / projectileSpeed * weaponDef->duration));
if (fireSoundId && (!weaponDef->soundTrigger || salvoLeft == salvoSize - 1))
sound->PlaySample(fireSoundId, owner, fireSoundVolume);
}
bool CFlameThrower::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 CFlameThrower::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;
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
CWeapon::Update();
}
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