コード例 #1
0
void    CprobeIGC::Terminate(void)
{
    AddRef();

    DataProbeTypeIGC*  dataProbeType = (DataProbeTypeIGC*)(m_probeType->GetData());

    if (dataProbeType->dtRipcord >= 0.0f)
    {
        GetMyMission()->GetIgcSite()->DestroyTeleportProbe(this);
    }

    if (m_projectileType)
    {
        m_projectileType->Release();
        m_projectileType = NULL;
    }

    m_launcher = NULL;
    m_target = NULL;

    GetCluster()->GetClusterSite()->AddExplosion(GetPosition(), GetRadius(), c_etProbe);

    GetMyMission()->DeleteProbe(this);
	TmodelIGC<IprobeIGC>::Terminate();

    if (m_probeType)
    {
        m_probeType->Release();
        m_probeType = NULL;
    }
    Release();
}
コード例 #2
0
ファイル: buoyIGC.cpp プロジェクト: Factoid/alleg-core
void    CbuoyIGC::Terminate(void)
{
    AddRef();

    GetMyMission()->DeleteBuoy(this);
	TmodelIGC<IbuoyIGC>::Terminate();

    Release();
}
コード例 #3
0
ファイル: mineigc.cpp プロジェクト: borgified/Allegiance
void    CmineIGC::Terminate(void)
{
    AddRef();

    GetMyMission()->DeleteMine(this);
	TmodelIGC<ImineIGC>::Terminate();

    if (m_launcher)
    {
        m_launcher->Release();
        m_launcher = NULL;
    }

    if (m_mineType)
    {
        m_mineType->Release();
        m_mineType = NULL;
    }
    Release();
}
コード例 #4
0
void    CprobeIGC::Update(Time now)
{
    if (now >= m_timeExpire)	
        GetMyMission()->GetIgcSite()->KillProbeEvent(this);
    else
    {
        {
            float   dt = m_probeType->GetRipcordDelay();
            if (dt >= 0.0f)
            {
                Time    timeActivate = m_time0 + dt;
                if ((GetMyLastUpdate() < timeActivate) &&
                    (now >= timeActivate))
                {
                    GetMyMission()->GetIgcSite()->ActivateTeleportProbe(this);
                }
            }
        }

        if (m_projectileType)
        {
            if (m_nextFire < now)
            {
                IclusterIGC*    pcluster = GetCluster();
                assert (pcluster);

                //We'll be able to take a shot
                float   lifespan = GetProjectileLifespan();
                IsideIGC*   pside = GetSide();

                const Vector&       myPosition = GetPosition();

                float   speed = m_projectileType->GetSpeed();
                if (m_ammo != 0)
                    speed *= GetSide()->GetGlobalAttributeSet().GetAttribute(c_gaSpeedAmmo);

                float   accuracy = GetAccuracy();
                float   dtimeBurst = GetDtBurst();
                float   dispersion = m_probeType->GetDispersion();
                Time    lastUpdate = GetMyLastUpdate();
                if (m_nextFire < lastUpdate)
                    m_nextFire = lastUpdate;
                assert (m_nextFire <= now);

                TmodelIGC<IprobeIGC>::Update(now);

                float   dtUpdate = m_nextFire - lastUpdate;

                //If we have a target ... find the closest enemy ship who is a valid target
                ExpendableAbilityBitMask    eabm = m_probeType->GetCapabilities();
                float       distance2Min = speed * lifespan / 1.2f;
                distance2Min *= distance2Min;
                Vector      directionMin;



                ImodelIGC*  pmodelTarget = NULL;
                if (eabm & c_eabmShootOnlyTarget)
                {
                    if (m_target && (m_target->GetCluster() == pcluster))
                    {
                        ObjectType  type = m_target->GetObjectType();
                        ValidTarget((type == OT_ship) ? ((IshipIGC*)(ImodelIGC*)m_target)->GetSourceShip() : m_target,
                                    pside, myPosition, dtUpdate, accuracy, speed, lifespan, type,
                                    &pmodelTarget, &distance2Min, &directionMin);
                    }
                }
                else
                {
                    if (eabm & c_eabmShootShips)
                    {
                        //Threats to stations get highest priority
                        GetTarget((const ModelListIGC*)(pcluster->GetShips()),
                                  pside, myPosition, dtUpdate, accuracy, speed, lifespan, OT_ship,
                                  &pmodelTarget, &distance2Min, &directionMin);
                    }

                    if (eabm & c_eabmShootMissiles)
                    {
                        GetTarget((const ModelListIGC*)(pcluster->GetMissiles()),
                                  pside, myPosition, dtUpdate, accuracy, speed, lifespan, OT_missile, 
                                  &pmodelTarget, &distance2Min, &directionMin);
                    }

                    if (eabm & c_eabmShootStations)
                    {
                        GetTarget((const ModelListIGC*)(pcluster->GetStations()),
                                  pside, myPosition, dtUpdate, accuracy, speed, lifespan, OT_station, 
                                  &pmodelTarget, &distance2Min, &directionMin);
                    }
                }

                if (pmodelTarget)
                {
                    if (m_launcher && (m_launcher->GetMission() != GetMyMission()))
                        m_launcher = NULL;

                    //It is going to shoot ... make it visible to everyone in the sector
                    if (!m_bSeenByAll)
                    {
                        m_bSeenByAll = true;
                        for (SideLinkIGC*   psl = m_pMission->GetSides()->first();
                             (psl != NULL);
                             psl = psl->next())
                        {
                            IsideIGC*   psideOther = psl->data();

                            if (!SeenBySide(psideOther))
                            {
                                //Does this side have any scanners in the sector?
                                ClusterSite*    pcs = pcluster->GetClusterSite();
                                const ScannerListIGC*   psl = pcs->GetScanners(psideOther->GetObjectID());
                                if ((psl->n() != 0) || (m_pMission->GetMissionParams()->bAllowAlliedViz && psideOther->AlliedSides(psideOther,pside))) //ALLY 7/3/09 VISIBILITY 7/11/09 imago
                                    SetSideVisibility(psideOther, true);
                                else
                                    m_bSeenByAll = false;
                            }
                        }
                    }

                    //We have a target ... fire along directionMin (modulo dispersion)
                    Orientation o = GetOrientation();
                    o.TurnTo(directionMin);
                    SetOrientation(o);
                    Vector  position = myPosition + m_probeType->GetEmissionPt() * o;

                    DataProjectileIGC   dataProjectile;
                    dataProjectile.projectileTypeID = m_projectileType->GetObjectID();

                    short   nShots = 0;
                    do
                    {
                        //Permute the "forward" direction slightly by a random amount
                        dataProjectile.forward = directionMin;
                        if (dispersion != 0.0f)
                        {
                            float   r = random(0.0f, dispersion);
                            float   a = random(0.0f, 2.0f * pi);
                            dataProjectile.forward += (r * cos(a)) * o.GetRight();
                            dataProjectile.forward += (r * sin(a)) * o.GetUp();

                            dataProjectile.forward.SetNormalize();
                        }

                        //We never move, so skip all the velocity calculations
                        dataProjectile.velocity = speed * dataProjectile.forward;

                        dataProjectile.lifespan = lifespan;

                        IprojectileIGC*  p = (IprojectileIGC*)(m_pMission->CreateObject(m_nextFire, OT_projectile, 
                                                                                        &dataProjectile, sizeof(dataProjectile)));
                        assert (p);
                        {
                            p->SetLauncher(m_launcher ? ((ImodelIGC*)m_launcher) : ((ImodelIGC*)this));
                            p->SetPosition(position);

                            p->SetCluster(pcluster);

                            p->Release();
                        }

                        nShots++;
                        m_nextFire += dtimeBurst;
                    }
                    while (m_nextFire < now);

                    if (m_ammo > 0)
                    {
                        m_ammo -= nShots;
                        if (m_ammo <= 0)
                        {
                            m_ammo = 0;
                            GetMyMission()->GetIgcSite()->KillProbeEvent(this);
                        }
                    }
                }
                else
                {
                    //No shots this cycle
                    m_nextFire = now;
                }
            }
        }

        TmodelIGC<IprobeIGC>::Update(now);
    }
}