mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 22:25:46 +00:00
a6929c51f2
Thx Diablodoct0r for reporting. Not sure if bug was harmless, maybe...
1012 lines
21 KiB
C++
1012 lines
21 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Shot.h"
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#include "DSQ.h"
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#include "Game.h"
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#include "Avatar.h"
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#include "../BBGE/MathFunctions.h"
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Shot::Shots Shot::shots;
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Shot::Shots Shot::deleteShots;
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Shot::ShotBank Shot::shotBank;
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unsigned int Shot::shotsIter = 0;
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std::string Shot::shotBankPath = "";
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ShotData::ShotData()
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{
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avatarKickBack= 0;
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avatarKickBackTime = 0;
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effectTime = 0;
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rotIncr = 0;
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alwaysDoHitEffects = 1;
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bounceType = BOUNCE_NONE;
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segments = false;
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damage = 0;
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maxSpeed = 800;
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homing = 300;
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scale = Vector(1,1);
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segScale = Vector(1,1);
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numSegs = 0;
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segDist = 16;
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blendType = RenderObject::BLEND_DEFAULT;
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collideRadius = 8;
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damageType = DT_ENEMY_ENERGYBLAST;
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lifeTime = 8;
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spinSpeed = 0;
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segTaper = 0;
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hitWalls = true;
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invisible = checkDamageTarget = false;
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homingMax = 0;
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homingIncr = 0;
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dieOnHit = 1;
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hitEnts = 1;
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wallHitRadius = 0;
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rotateToVel = 1;
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waveSpeed = waveMag = 0;
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ignoreShield = false;
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}
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template <typename T> void readEquals2(T &in)
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{
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std::string temp;
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in >> temp;
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}
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void Shot::updatePosition()
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{
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if (emitter)
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{
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emitter->position = this->position + offset;
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}
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}
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void ShotData::bankLoad(const std::string &file, const std::string &path)
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{
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std::string usef = path + file + ".txt";
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// FIXME: Li's attack and the pet blaster's energy balls are missing
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// the CheckDamageTarget flag, preventing entities (such as seahorses)
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// from properly ignoring the shots. In lieu of modifying the
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// separately-distributed data files, we add a hack here to set the
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// flag on those two shot types.
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if (nocasecmp(file,"li") == 0 || nocasecmp(file,"petblasterfire") == 0)
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{
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checkDamageTarget = true;
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}
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this->name = file;
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stringToLower(this->name);
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debugLog(usef);
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char *data = readFile(core->adjustFilenameCase(usef).c_str());
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if (!data)
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return;
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SimpleIStringStream inf(data, SimpleIStringStream::TAKE_OVER);
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std::string token;
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while (inf >> token)
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{
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readEquals2(inf);
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if (token == "TrailPrt")
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inf >> trailPrt;
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else if (token == "Texture")
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inf >> texture;
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else if (token == "Scale")
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inf >> scale.x >> scale.y;
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else if (token == "BounceSfx")
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inf >> bounceSfx;
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else if (token == "HitSfx")
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inf >> hitSfx;
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else if (token == "FireSfx")
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inf >> fireSfx;
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else if (token == "HitPrt")
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inf >> hitPrt;
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else if (token == "TrailPrt")
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inf >> trailPrt;
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else if (token == "BouncePrt")
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inf >> bouncePrt;
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else if (token == "FirePrt")
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inf >> firePrt;
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else if (token == "NumSegs")
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inf >> numSegs;
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else if (token == "SegDist")
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inf >> segDist;
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else if (token == "SegTexture")
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inf >> segTexture;
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else if (token == "SegTaper")
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inf >> segTaper;
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else if (token == "SegScale")
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inf >> segScale.x >> segScale.y;
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else if (token == "Homing")
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inf >> homing;
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else if (token == "HomingIncr")
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inf >> homingIncr;
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else if (token == "HomingMax")
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inf >> homingMax;
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else if (token == "MaxSpeed")
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inf >> maxSpeed;
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else if (token == "Gravity")
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inf >> gravity.x >> gravity.y;
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else if (token == "Spin")
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inf >> spinSpeed;
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else if (token == "AvatarKickBack")
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inf >> avatarKickBack;
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else if (token == "AvatarKickBackTime")
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inf >> avatarKickBackTime;
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else if (token == "CollideRadius")
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inf >> collideRadius;
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else if (token == "RotIncr")
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inf >> rotIncr;
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else if (token == "RotateToVel")
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inf >> rotateToVel;
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else if (token == "WallHitRadius")
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inf >> wallHitRadius;
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else if (token == "Wave")
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inf >> waveMag >> waveSpeed;
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else if (token == "BounceType" || token == "Blend")
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{
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std::string bt;
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inf >> bt;
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if (bt == "BOUNCE_NONE")
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bounceType = BOUNCE_NONE;
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else if (bt == "BOUNCE_REAL")
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bounceType = BOUNCE_REAL;
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}
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else if (token == "BlendType")
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{
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std::string bt;
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inf >> bt;
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if (bt == "BLEND_ADD")
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blendType = RenderObject::BLEND_ADD;
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}
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else if (token == "Damage")
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{
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inf >> damage;
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}
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else if (token == "EffectTime")
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inf >> effectTime;
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else if (token == "LifeTime" || token == "Life")
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inf >> lifeTime;
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else if (token == "HitObs")
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inf >> hitWalls;
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else if (token == "HitEnts")
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inf >> hitEnts;
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else if (token == "SpawnEntity")
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inf >> spawnEntity;
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else if (token == "DamageType")
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{
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std::string bt;
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inf >> bt;
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if (bt == "DT_AVATAR_ENERGYBLAST")
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damageType = DT_AVATAR_ENERGYBLAST;
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else if (bt == "DT_AVATAR_SHOCK")
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damageType = DT_AVATAR_SHOCK;
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else if (bt == "DT_AVATAR_BITE")
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damageType = DT_AVATAR_BITE;
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else if (bt == "DT_AVATAR_PETBITE")
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damageType = DT_AVATAR_PETBITE;
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else if (bt == "DT_AVATAR_LANCE")
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damageType = DT_AVATAR_LANCE;
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else if (bt == "DT_AVATAR_CREATORSHOT")
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damageType = DT_AVATAR_CREATORSHOT;
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else if (bt == "DT_AVATAR_LIZAP")
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damageType = DT_AVATAR_LIZAP;
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else if (bt == "DT_AVATAR_DUALFORMLI")
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damageType = DT_AVATAR_DUALFORMLI;
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else if (bt == "DT_AVATAR_DUALFORMNAIJA")
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damageType = DT_AVATAR_DUALFORMNAIJA;
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else if (bt == "DT_AVATAR_BUBBLE")
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damageType = DT_AVATAR_BUBBLE;
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else if (bt == "DT_AVATAR_VINE")
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damageType = DT_AVATAR_VINE;
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else if (bt == "DT_NONE")
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damageType = DT_NONE;
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else if (bt == "DT_AVATAR_SEED")
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damageType = DT_AVATAR_SEED;
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else if (bt == "DT_ENEMY_INK")
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damageType = DT_ENEMY_INK;
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else if (bt == "DT_ENEMY_POISON")
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damageType = DT_ENEMY_POISON;
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else if (bt == "DT_ENEMY_CREATOR")
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damageType = DT_ENEMY_CREATOR;
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else if (bt == "DT_ENEMY_MANTISBOMB")
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damageType = DT_ENEMY_MANTISBOMB;
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else
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damageType = (DamageType)atoi(bt.c_str());
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}
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else if (token == "Invisible")
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inf >> invisible;
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else if (token == "CheckDamageTarget")
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inf >> checkDamageTarget;
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else if (token == "AlwaysDoHitEffects")
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inf >> alwaysDoHitEffects;
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else if (token == "DieOnHit")
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inf >> dieOnHit;
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else if (token == "IgnoreShield")
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inf >> ignoreShield;
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else
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{
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// if having weirdness, check for these
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errorLog(file + " : unidentified token: " + token);
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}
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}
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}
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void Shot::fire(bool playSfx)
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{
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if (shotData)
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{
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if (!shotData->firePrt.empty())
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{
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dsq->spawnParticleEffect(shotData->firePrt, position);
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}
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if (!fired)
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{
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if (!shotData->fireSfx.empty() && playSfx)
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{
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dsq->playPositionalSfx(shotData->fireSfx, position);
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}
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fired = true;
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}
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}
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}
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//const int MAX_ENEMY_SHOT = 400;
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/*
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Shot::Shot(DamageType damageType, Entity *firer, Vector pos, Entity *target, std::string tex, float homingness, int maxSpeed, int numSegments, float segMin, float segMax, float d, float lifeTime)
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: Quad(), Segmented(0,segMax)
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{
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shotData = 0;
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targetPt = -1;
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bounceType = BOUNCE_NONE;
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if (lifeTime == 0)
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lifeTime = 8;
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this->damageType = damageType;
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this->firer = firer;
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position = pos;
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this->damage = d;
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this->target = target;
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this->maxSpeed = maxSpeed;
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this->homingness = homingness;
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if (tex.empty())
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tex = "energyBlast";
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setTexture(tex);
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setBlendType(BLEND_ADD);
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scale = Vector(0.5, 0.5);
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dead = false;
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this->lifeTime = lifeTime;
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segments.resize(numSegments);
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for (int i = segments.size()-1; i >=0 ; i--)
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{
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Quad *flame = new Quad;
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flame->setTexture(tex);
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flame->width = 32;
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flame->height = 32;
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flame->blendType = RenderObject::BLEND_ADD;
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flame->alpha = 0.5;
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dsq->game->addRenderObject(flame, LR_PARTICLES);
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segments[i] = flame;
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}
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initSegments(position);
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shots.push_back(this);
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//hitParticleEffect = "EnergyBlastHit";
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//hitSound = "BasicShotHit";
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//if (dsq->game->isObstructed(TileVector(startPos)))
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//{
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// // DON'T DO THIS YOU WILL RUIN THE GAME
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// safeKill();
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//}
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}
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*/
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Shot::Shot() : Quad(), Segmented(0,0)
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{
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addType(SCO_SHOT);
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extraDamage= 0;
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waveTimer = rand()%314;
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emitter = 0;
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lifeTime = 0;
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shotData = 0;
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targetPt = -1;
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fired = false;
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target = 0;
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dead = false;
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enqueuedForDelete = false;
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shotIdx = shots.size();
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shots.push_back(this);
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}
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void loadShotCallback(const std::string &filename, intptr_t param)
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{
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ShotData shotData;
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std::string ident;
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int first = filename.find_last_of('/')+1;
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ident = filename.substr(first, filename.find_last_of('.')-first);
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stringToLower(ident);
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debugLog(ident);
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shotData.bankLoad(ident, Shot::shotBankPath);
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Shot::shotBank[ident] = shotData;
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}
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void Shot::loadShotBank(const std::string &bank1, const std::string &bank2)
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{
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clearShotBank();
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shotBankPath = bank1;
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forEachFile(bank1, ".txt", loadShotCallback, 0);
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if (!bank2.empty())
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{
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shotBankPath = bank2;
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forEachFile(bank2, ".txt", loadShotCallback, 0);
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}
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shotBankPath = "";
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}
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void Shot::clearShotBank()
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{
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shotBank.clear();
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for (Shot::Shots::iterator i = Shot::shots.begin(); i != Shot::shots.end(); i++)
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{
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(*i)->shotData = 0;
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}
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}
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ShotData* Shot::getShotData(const std::string &ident)
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{
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std::string id = ident;
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stringToLower(id);
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return &shotBank[id];
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}
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void Shot::loadBankShot(const std::string &ident, Shot *setter)
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{
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if (setter)
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{
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std::string id = ident;
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stringToLower(id);
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//setter->shotData = &shotBank[id];
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setter->applyShotData(&shotBank[id]);
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}
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}
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void Shot::applyShotData(ShotData *shotData)
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{
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if (shotData)
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{
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this->shotData = shotData;
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this->setBlendType(shotData->blendType);
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this->homingness = shotData->homing;
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this->maxSpeed = shotData->maxSpeed;
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this->setTexture(shotData->texture);
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this->scale = shotData->scale;
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this->lifeTime = shotData->lifeTime;
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this->collideRadius = shotData->collideRadius;
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this->renderQuad = !shotData->invisible;
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this->gravity = shotData->gravity;
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if (!shotData->trailPrt.empty() && !emitter)
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{
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emitter = new ParticleEffect;
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emitter->load(shotData->trailPrt);
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emitter->start();
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dsq->game->addRenderObject(emitter, LR_PARTICLES);
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/*
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addChild(&emitter);
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emitter.load(shotData->trailPrt);
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emitter.start();
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*/
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}
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if (shotData->numSegs > 0)
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{
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segments.resize(shotData->numSegs);
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for (int i = segments.size()-1; i >=0 ; i--)
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{
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Quad *flame = new Quad;
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flame->setTexture(shotData->segTexture);
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flame->scale = shotData->segScale - Vector(shotData->segTaper, shotData->segTaper)*(i);
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flame->setBlendType(this->blendType);
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flame->alpha = 0.5;
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dsq->game->addRenderObject(flame, LR_PARTICLES);
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segments[i] = flame;
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segments[i]->position = position;
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}
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maxDist = shotData->segDist;
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minDist = 0;
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initSegments(position);
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}
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}
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}
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void Shot::suicide()
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{
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setLife(1);
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setDecayRate(20);
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velocity = 0;
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fadeAlphaWithLife = true;
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dead = true;
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onHitWall();
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}
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void Shot::setParticleEffect(const std::string &particleEffect)
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{
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/*
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if (!particleEffect.empty())
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{
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addChild(&emitter);
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emitter.load(particleEffect);
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emitter.start();
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}
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*/
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}
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void Shot::setBounceType(BounceType bt)
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{
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//bounceType = bt;
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}
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void Shot::setLifeTime(float l)
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{
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//lifeTime = l;
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}
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void Shot::onEndOfLife()
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{
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destroySegments(0.2);
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dead = true;
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if (emitter)
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{
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emitter->killParticleEffect();
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emitter = 0;
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}
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if (!enqueuedForDelete)
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{
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enqueuedForDelete = true;
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deleteShots.push_back(this);
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}
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}
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void Shot::doHitEffects()
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{
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BBGE_PROF(Shot_doHitEffects);
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if (shotData)
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{
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if (!shotData->hitPrt.empty())
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dsq->spawnParticleEffect(shotData->hitPrt, position);
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if (!shotData->hitSfx.empty())
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dsq->playPositionalSfx(shotData->hitSfx, position);
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}
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}
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void Shot::onHitWall()
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{
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BBGE_PROF(Shot_onHitWall);
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doHitEffects();
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updateSegments(position);
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destroySegments(0.2);
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if (emitter)
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{
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emitter->killParticleEffect();
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emitter = 0;
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}
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if (shotData)
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{
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if (!shotData->spawnEntity.empty())
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{
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dsq->game->createEntity(shotData->spawnEntity, 0, position, 0, false, "", ET_ENEMY, true);
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//(shotData->spawnEntity, 0, position, 0, false, "");
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if (shotData->spawnEntity == "NatureFormFlowers")
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{
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dsq->game->registerSporeDrop(position, 0);
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}
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else
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{
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|
dsq->game->registerSporeDrop(position, 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shot::killAllShots()
|
|
{
|
|
for (Shots::iterator i = shots.begin(); i != shots.end(); ++i)
|
|
(*i)->safeKill();
|
|
}
|
|
|
|
void Shot::clearShotGarbage()
|
|
{
|
|
for(size_t i = 0; i < deleteShots.size(); ++i)
|
|
{
|
|
Shot *s = deleteShots[i];
|
|
const unsigned int idx = s->shotIdx;
|
|
// move last shot to deleted one and shorten vector
|
|
if(idx < shots.size() && shots[idx] == s)
|
|
{
|
|
Shot *lastshot = shots.back();
|
|
shots[idx] = lastshot;
|
|
lastshot->shotIdx = idx;
|
|
shots.pop_back();
|
|
}
|
|
else
|
|
errorLog("Shot::clearShotGarbage(): wrong index in shot vector");
|
|
}
|
|
deleteShots.clear();
|
|
}
|
|
|
|
|
|
void Shot::reflectFromEntity(Entity *e)
|
|
{
|
|
Entity *oldFirer = firer;
|
|
DamageType dt = getDamageType();
|
|
if (dt >= DT_ENEMY && dt < DT_ENEMY_MAX)
|
|
{
|
|
firer = e;
|
|
target = oldFirer;
|
|
//int d = (int)dt;
|
|
//d += DT_AVATAR;oll
|
|
//damageType = DamageType(d);
|
|
}
|
|
}
|
|
|
|
void Shot::targetDied(Entity *target)
|
|
{
|
|
int c = 0;
|
|
for (Shots::iterator i = shots.begin(); i != shots.end(); i++)
|
|
{
|
|
if ((*i)->target == target)
|
|
{
|
|
debugLog("removing target from shot");
|
|
(*i)->target = 0;
|
|
}
|
|
if ((*i)->firer == target)
|
|
{
|
|
(*i)->firer = 0;
|
|
}
|
|
c++;
|
|
}
|
|
|
|
|
|
/*
|
|
std::ostringstream os;
|
|
os << "# of shots in list: " << c;
|
|
debugLog(os.str());
|
|
*/
|
|
}
|
|
|
|
bool Shot::isHitEnts() const
|
|
{
|
|
if (!shotData || shotData->hitEnts)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Shot::hitEntity(Entity *e, Bone *b, bool isValid)
|
|
{
|
|
if (!dead)
|
|
{
|
|
bool die = true;
|
|
bool doEffects=true;
|
|
|
|
if (e)
|
|
{
|
|
if (shotData && shotData->damageType == DT_AVATAR_BITE)
|
|
{
|
|
//debugLog("Shot::hitEntity bittenEntities.push_back");
|
|
dsq->game->avatar->bittenEntities.push_back(e);
|
|
}
|
|
|
|
DamageData d;
|
|
d.attacker = firer;
|
|
d.bone = b;
|
|
d.damage = getDamage();
|
|
d.damageType = getDamageType();
|
|
d.hitPos = position;
|
|
d.shot = this;
|
|
if (shotData)
|
|
d.effectTime = shotData->effectTime;
|
|
if ((firer && firer->getEntityType() == ET_AVATAR))
|
|
d.form = dsq->continuity.form;
|
|
|
|
bool damaged = e->damage(d);
|
|
|
|
// doesn't have anything to do with effectTime
|
|
if (shotData)
|
|
{
|
|
if (!damaged && shotData->checkDamageTarget && !shotData->alwaysDoHitEffects)
|
|
{
|
|
doEffects = false;
|
|
}
|
|
}
|
|
|
|
if (e->isEntityDead())
|
|
{
|
|
die = false;
|
|
}
|
|
|
|
if (firer)
|
|
{
|
|
firer->shotHitEntity(e, this, b);
|
|
}
|
|
|
|
|
|
//debugLog("Shot hit enemy: " + e->name);
|
|
}
|
|
else
|
|
{
|
|
//debugLog("Shot hit 0 enemy");
|
|
}
|
|
|
|
if (doEffects)
|
|
doHitEffects();
|
|
|
|
target = 0;
|
|
|
|
if ((!shotData || shotData->dieOnHit) && die)
|
|
{
|
|
lifeTime = 0;
|
|
fadeAlphaWithLife = true;
|
|
velocity = 0;
|
|
setLife(1);
|
|
setDecayRate(10);
|
|
destroySegments(0.1);
|
|
dead = true;
|
|
if (emitter)
|
|
{
|
|
emitter->killParticleEffect();
|
|
emitter = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//d.bone = c.bone;
|
|
}
|
|
|
|
void Shot::noSegs()
|
|
{
|
|
if (numSegments > 0)
|
|
{
|
|
destroySegments();
|
|
}
|
|
}
|
|
|
|
int Shot::getCollideRadius() const
|
|
{
|
|
if (shotData)
|
|
return shotData->collideRadius;
|
|
return 0;
|
|
}
|
|
|
|
float Shot::getDamage() const
|
|
{
|
|
if (shotData)
|
|
{
|
|
return shotData->damage + extraDamage;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DamageType Shot::getDamageType() const
|
|
{
|
|
if (shotData)
|
|
{
|
|
return shotData->damageType;
|
|
}
|
|
return (DamageType)0;
|
|
}
|
|
|
|
void Shot::setAimVector(const Vector &aim)
|
|
{
|
|
velocity = aim;
|
|
if (shotData)
|
|
{
|
|
velocity.setLength2D(shotData->maxSpeed);
|
|
}
|
|
/*
|
|
std::ostringstream os;
|
|
os << "setting aim vector(" << aim.x << ", " << aim.y << ") to vel(" << velocity.x << ", " << velocity.y << ")";
|
|
debugLog(os.str());
|
|
*/
|
|
}
|
|
|
|
void Shot::setTarget(Entity *target)
|
|
{
|
|
this->target = target;
|
|
}
|
|
|
|
void Shot::setTargetPoint(int pt)
|
|
{
|
|
targetPt = pt;
|
|
}
|
|
|
|
bool Shot::isObstructed(float dt) const
|
|
{
|
|
if (shotData->wallHitRadius == 0)
|
|
{
|
|
TileVector t(position + velocity * dt);
|
|
if (dsq->game->isObstructed(t)
|
|
|| dsq->game->isObstructed(TileVector(t.x+1, t.y))
|
|
|| dsq->game->isObstructed(TileVector(t.x-1, t.y))
|
|
|| dsq->game->isObstructed(TileVector(t.x, t.y+1))
|
|
|| dsq->game->isObstructed(TileVector(t.x, t.y-1)))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (dsq->game->collideCircleWithGrid(position, shotData->wallHitRadius))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Shot::onUpdate(float dt)
|
|
{
|
|
if (dsq->game->isPaused()) return;
|
|
if (dsq->game->isWorldPaused()) return;
|
|
if (!shotData) return;
|
|
|
|
|
|
if (target)
|
|
{
|
|
if (target->getState() == Entity::STATE_DEATHSCENE)
|
|
target = 0;
|
|
else if (target->alpha == 0)
|
|
target = 0;
|
|
}
|
|
if (life >= 1.0f)
|
|
{
|
|
if (velocity.isZero())
|
|
{
|
|
//velocity = Vector(rand()%100-50, rand()%100-50);
|
|
}
|
|
else if (velocity.isLength2DIn(maxSpeed*0.75f))
|
|
{
|
|
velocity.setLength2D(maxSpeed);
|
|
}
|
|
}
|
|
|
|
/*
|
|
if (!gravity.isZero())
|
|
{
|
|
velocity += shotData->gravity * dt;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
std::ostringstream os;
|
|
os << "shotVel(" << velocity.x << ", " << velocity.y << ")";
|
|
debugLog(os.str());
|
|
*/
|
|
|
|
homingness += shotData->homingIncr*dt;
|
|
if (shotData->homingMax != 0 && homingness > shotData->homingMax)
|
|
{
|
|
homingness = shotData->homingMax;
|
|
}
|
|
|
|
if (shotData->waveMag)
|
|
{
|
|
waveTimer += shotData->waveSpeed * dt;
|
|
float off = sinf(waveTimer)*shotData->waveMag;
|
|
Vector side = velocity.getPerpendicularLeft();
|
|
side.setLength2D(off);
|
|
offset = side;
|
|
}
|
|
|
|
if (shotData->rotIncr)
|
|
{
|
|
Vector add = velocity.getPerpendicularRight();
|
|
add.setLength2D(shotData->rotIncr);
|
|
velocity += add * dt;
|
|
}
|
|
//emitter.update(dt);
|
|
if (emitter)
|
|
{
|
|
emitter->position = position + offset;
|
|
if (emitter->isDead())
|
|
emitter = 0;
|
|
}
|
|
|
|
if (target && shotData && lifeTime > 0 && shotData->damageType != DT_NONE)
|
|
{
|
|
if (!target->isDamageTarget(shotData->damageType))
|
|
{
|
|
target = 0;
|
|
}
|
|
}
|
|
|
|
Quad::onUpdate(dt);
|
|
updateSegments(position);
|
|
if (!dead)
|
|
{
|
|
if (lifeTime > 0)
|
|
{
|
|
lifeTime -= dt;
|
|
if (lifeTime <= 0)
|
|
{
|
|
velocity = Vector(0,0);
|
|
|
|
setDecayRate(10);
|
|
destroySegments(0.1);
|
|
lifeTime = 0;
|
|
fadeAlphaWithLife = true;
|
|
setLife(1);
|
|
return;
|
|
}
|
|
}
|
|
//TileVector t(position);
|
|
Vector diff;
|
|
if (target)
|
|
diff = target->getTargetPoint(targetPt) - this->position;
|
|
diff.z = 0;
|
|
if (shotData->hitWalls)
|
|
{
|
|
if (isObstructed(dt))
|
|
{
|
|
switch(shotData->bounceType)
|
|
{
|
|
case BOUNCE_REAL:
|
|
{
|
|
// Should have been checked in last onUpdate()
|
|
// If it is stuck now, it must have been fired from a bad position,
|
|
// the obstruction map changed, or it was a bouncing beast form shot,
|
|
// fired from avatar head - which may be inside a wall.
|
|
// In any of these cases, there is nowhere to bounce, so we let the shot die. -- FG
|
|
if (!isObstructed(0))
|
|
{
|
|
if (!shotData->bounceSfx.empty())
|
|
{
|
|
dsq->playPositionalSfx(shotData->bounceSfx, position);
|
|
}
|
|
float len = velocity.getLength2D();
|
|
Vector I = velocity/len;
|
|
Vector N = dsq->game->getWallNormal(position);
|
|
|
|
if (!N.isZero())
|
|
{
|
|
//2*(-I dot N)*N + I
|
|
velocity = 2*(-I.dot(N))*N + I;
|
|
velocity *= len;
|
|
}
|
|
break;
|
|
}
|
|
// fall through
|
|
}
|
|
default:
|
|
{
|
|
suicide();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
CollideData c = dsq->game->collideCircleWithAllEntities(this->position, 8, firer, spellType);
|
|
|
|
if (c.collision || lifeTime < 0)
|
|
{
|
|
lifeTime = 0;
|
|
fadeAlphaWithLife = true;
|
|
setLife(1);
|
|
|
|
velocity = 0;
|
|
setDecayRate(10);
|
|
destroySegments(0.1);
|
|
|
|
dead = true;
|
|
if (c.entity)
|
|
{
|
|
DamageData d;
|
|
d.attacker = firer;
|
|
d.bone = c.bone;
|
|
d.damage = damage;
|
|
d.spellType = spellType;
|
|
|
|
c.entity->damage(d);
|
|
}
|
|
target = 0;
|
|
}
|
|
*/
|
|
|
|
if (!velocity.isZero() && target)
|
|
{
|
|
Vector add = diff;
|
|
add.setLength2D(homingness*dt);
|
|
velocity += add;
|
|
velocity.capLength2D(maxSpeed);
|
|
}
|
|
|
|
if (!dead)
|
|
{
|
|
if (shotData->spinSpeed != 0)
|
|
{
|
|
if (velocity.x > 0)
|
|
{
|
|
rotation.z += shotData->spinSpeed*dt;
|
|
}
|
|
else if (velocity.x < 0)
|
|
{
|
|
rotation.z -= shotData->spinSpeed*dt;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (shotData->rotateToVel)
|
|
rotateToVec(velocity, 0, 0);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// HACK : move this to a common base shared with Entity
|
|
void Shot::rotateToVec(Vector addVec, float time, int offsetAngle)
|
|
{
|
|
// HACK: this mucks up wall normals for some reason
|
|
// if (vel.getSquaredLength2D() <= 0) return;
|
|
if (addVec.x == 0 && addVec.y == 0)
|
|
{
|
|
rotation.interpolateTo(Vector(0,0,0), time, 0);
|
|
}
|
|
else
|
|
{
|
|
float angle=0;
|
|
MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), addVec, angle);
|
|
angle = 180-(360-angle);
|
|
angle += offsetAngle;
|
|
if (rotation.z <= -90 && angle >= 90)
|
|
{
|
|
rotation.z = 360 + rotation.z;
|
|
}
|
|
if (rotation.z >= 90 && angle <= -90)
|
|
rotation.z = rotation.z - 360;
|
|
|
|
|
|
rotation.interpolateTo(Vector(0,0,angle), time, 0);
|
|
}
|
|
}
|
|
|