コード例 #1
0
ファイル: Armament.cpp プロジェクト: Arnogax/endless-sky
// Fire this weapon. If it is a turret, it automatically points toward
// the given ship's target. If the weapon requires ammunition, it will
// be subtracted from the given ship.
void Armament::Weapon::Fire(Ship &ship, list<Projectile> &projectiles, list<Effect> &effects)
{
	// Since this is only called internally by Armament (no one else has non-
	// const access), assume Armament checked that this is a valid call.
	Angle aim = ship.Facing();
	
	// Get projectiles to start at the right position. They are drawn at an
	// offset of (.5 * velocity) and that velocity includes the velocity of the
	// ship that fired them.
	Point start = ship.Position() + aim.Rotate(point) - .5 * ship.Velocity();
	
	shared_ptr<const Ship> target = ship.GetTargetShip();
	// If you are boarding your target, do not fire on it.
	if(ship.IsBoarding() || ship.Commands().Has(Command::BOARD))
		target.reset();
	
	if(!isTurret || !target || target->GetSystem() != ship.GetSystem())
		aim += angle;
	else
	{
		Point p = target->Position() - start + ship.GetPersonality().Confusion();
		Point v = target->Velocity() - ship.Velocity();
		double steps = RendezvousTime(p, v, outfit->Velocity());
		
		// Special case: RendezvousTime() may return NaN. But in that case, this
		// comparison will return false.
		if(!(steps < outfit->TotalLifetime()))
			steps = outfit->TotalLifetime();
		
		p += steps * v;
		
		aim = Angle(TO_DEG * atan2(p.X(), -p.Y()));
	}
	
	projectiles.emplace_back(ship, start, aim, outfit);
	if(outfit->WeaponSound())
		Audio::Play(outfit->WeaponSound(), start);
	double force = outfit->FiringForce();
	if(force)
		ship.ApplyForce(aim.Unit() * -force);
	
	for(const auto &eit : outfit->FireEffects())
		for(int i = 0; i < eit.second; ++i)
		{
			effects.push_back(*eit.first);
			effects.back().Place(start, ship.Velocity(), aim);
		}
	
	Fire(ship);
}
コード例 #2
0
ファイル: Projectile.cpp プロジェクト: Phezzan/endless-sky
Projectile::Projectile(const Ship &parent, Point position, Angle angle, const Outfit *weapon)
	: weapon(weapon), animation(weapon->WeaponSprite()),
	position(position), velocity(parent.Velocity()), angle(angle),
	targetShip(parent.GetTargetShip()), government(parent.GetGovernment()),
	lifetime(weapon->Lifetime())
{
	// If you are boarding your target, do not fire on it.
	if(parent.IsBoarding() || parent.Commands().Has(Command::BOARD))
		targetShip.reset();
	
	cachedTarget = targetShip.lock().get();
	double inaccuracy = weapon->Inaccuracy();
	if(inaccuracy)
		this->angle += Angle::Random(inaccuracy) - Angle::Random(inaccuracy);
	
	velocity += this->angle.Unit() * weapon->Velocity();
}
コード例 #3
0
Projectile::Projectile(const Ship &parent, Point position, Angle angle, const Outfit *weapon)
	: Body(weapon->WeaponSprite(), position, parent.Velocity(), angle),
	weapon(weapon), targetShip(parent.GetTargetShip()), lifetime(weapon->Lifetime())
{
	government = parent.GetGovernment();
	
	// If you are boarding your target, do not fire on it.
	if(parent.IsBoarding() || parent.Commands().Has(Command::BOARD))
		targetShip.reset();
	
	cachedTarget = targetShip.lock().get();
	if(cachedTarget)
		targetGovernment = cachedTarget->GetGovernment();
	double inaccuracy = weapon->Inaccuracy();
	if(inaccuracy)
		this->angle += Angle::Random(inaccuracy) - Angle::Random(inaccuracy);
	
	velocity += this->angle.Unit() * (weapon->Velocity() + Random::Real() * weapon->RandomVelocity());
	
	// If a random lifetime is specified, add a random amount up to that amount.
	if(weapon->RandomLifetime())
		lifetime += Random::Int(weapon->RandomLifetime() + 1);
}