Exemple #1
0
// Draw the weapon fire when firing
void Weapon::DrawWeaponFire()
{
  if (m_weapon_fire == NULL) return;
  Point2i hand;
  ActiveCharacter().GetHandPosition(hand);
  Point2i hole(hand +  hole_delta * Point2i(ActiveCharacter().GetDirection(),1));

  if (ActiveCharacter().GetDirection() == DIRECTION_RIGHT)
    hole = hole -  Point2i(0, m_weapon_fire->GetHeight()/2);
  else
    hole = hole +  Point2i(0, m_weapon_fire->GetHeight()/2);
  Double dst = hand.Distance(hole);
  Double angle = hand.ComputeAngle(hole);

  angle += ActiveCharacter().GetFiringAngle();

  if (ActiveCharacter().GetDirection() == DIRECTION_LEFT)
    angle -= PI;

  Point2i spr_pos =  hand + Point2i(static_cast<int>(dst * cos(angle)),
                                    static_cast<int>(dst * sin(angle)));

  m_weapon_fire->SetRotation_HotSpot(Point2i(0,0));
  m_weapon_fire->SetRotation_rad(ActiveCharacter().GetFiringAngle());
  m_weapon_fire->Draw(spr_pos);
}
Exemple #2
0
float AIIdea::RateExplosion(const Character & shooter, const Point2i& position,
                            const ExplosiveWeaponConfig& config,
                            const float& expected_additional_distance)
{
  float rating = 0.0f;

  FOR_ALL_LIVING_CHARACTERS(team, character) {
    float distance = position.Distance(character->GetCenter());
    distance += expected_additional_distance;
    if (distance < 1.0f)
      distance = 1.0f;
    Double Dist = distance;
    float min_damage = GetDamageFromExplosion(config, Dist);
    float max_damage = min_damage;
    if (Dist <= config.blast_range) {
      float force = GetForceFromExplosion(config, Dist).tofloat();
      min_damage += MIN_DAMAGE_PER_FORCE_UNIT * force;
      max_damage += MAX_DAMAGE_PER_FORCE_UNIT * force;
    }
    bool is_friend = shooter.GetTeamIndex() == character->GetTeamIndex();
    if (is_friend) {
      rating -= RateDamageDoneToEnemy(min_damage, max_damage, *character);
    } else {
      rating += RateDamageDoneToEnemy(min_damage, max_damage, *character);
    }
  }
Exemple #3
0
const Point2i Weapon::GetGunHolePosition() const
{
  Point2i pos;
  ActiveCharacter().GetHandPosition(pos);
  Point2i hole(pos + hole_delta * Point2i(ActiveCharacter().GetDirection(),1));
  Double dst = pos.Distance(hole);
  Double angle = pos.ComputeAngle(hole);

  if (ActiveCharacter().GetDirection() == DIRECTION_RIGHT)
    angle += ActiveCharacter().GetFiringAngle();
  else
    angle += ActiveCharacter().GetFiringAngle() - PI;

  return pos + Point2i(static_cast<int>(dst * cos(angle)),
                       static_cast<int>(dst * sin(angle)));
}