void CweaponIGC::FireWeapon(Time now) { assert(m_mountID >= 0); assert(m_ship); bool fFiredShot = false; if (m_fActive && (m_nextFire < now)) { Time lastUpdate = m_ship->GetLastUpdate(); //Never fire retroactively. if (m_nextFire < lastUpdate) m_nextFire = lastUpdate; bool fSelected = fIsWeaponSelected(); float energy = m_ship->GetEnergy(); //the energy the ship would have at "now" if (energy >= m_typeData->energyPerShot) { //We'd be able to fire before now and would have enough energy at now to fire, so ... float rechargeRate = m_ship->GetHullType()->GetRechargeRate(); float energyDeficit = (m_nextFire - now) * //this is how much we are in the hole because we rechargeRate; //are shooting sooner than "now" (must be < 0) short ammo = m_ship->GetAmmo(); if ((ammo > 0) || (m_typeData->cAmmoPerShot == 0)) { // we are firing at least once this frame fFiredShot = true; m_pMission->GetIgcSite()->PlayFFEffect(effectFire, m_pshipGunner ? m_pshipGunner : m_ship); //Get the stuff that won't change between shots IclusterIGC* cluster = m_ship->GetCluster(); assert(cluster); const Orientation& shipOrientation = m_ship->GetOrientation(); //Orientation orientationBfr; const Orientation* pMyOrientation; if (m_pshipGunner) { /* orientationBfr = m_pshipGunner->GetOrientation() * (*m_porientation * shipOrientation); pMyOrientation = &orientationBfr; */ pMyOrientation = &(m_pshipGunner->GetOrientation()); } else { pMyOrientation = &shipOrientation; } //This is how much energy deficit recovers between shots float dtimeBurst = GetDtBurst(); float recharge = rechargeRate * dtimeBurst; const Vector& myVelocity = m_ship->GetVelocity(); Vector myPosition = m_ship->GetPosition() + *m_pposition * shipOrientation; //*pMyOrientation; /* m_ship->GetThingSite()->AddMuzzleFlare( m_emissionPt, min(dtimeBurst * 0.5f, 0.05f) ); */ DataProjectileIGC dataProjectile; dataProjectile.projectileTypeID = m_projectileType->GetObjectID(); float lifespan = GetLifespan(); float speed = m_projectileType->GetSpeed(); if (m_typeData->cAmmoPerShot) speed *= m_ship->GetSide()->GetGlobalAttributeSet().GetAttribute(c_gaSpeedAmmo); bool absoluteF = m_projectileType->GetAbsoluteF(); const Vector* ppositionTarget; const Vector* pvelocityTarget; ImodelIGC* ptarget = NULL; if (m_projectileType->GetBlastPower() != 0.0f) { if (m_pshipGunner) ptarget = m_pshipGunner->GetCommandTarget(c_cmdCurrent); else ptarget = m_ship->GetCommandTarget(c_cmdCurrent); if (ptarget) { if ((ptarget->GetCluster() == cluster) && m_ship->CanSee(ptarget)) { ppositionTarget = &(ptarget->GetPosition()); pvelocityTarget = &(ptarget->GetVelocity()); } else ptarget = NULL; } } int nShots = fSelected ? 10 : 0; //Only allow a single shot if the weapon is no longer selected do { if (energy + energyDeficit < m_typeData->energyPerShot) { //We don't have enough energy to fire at our prefered time ... so wait until we do. m_nextFire += (m_typeData->energyPerShot - (energy + energyDeficit)) / rechargeRate; } //Permute the "forward" direction slightly by a random amount dataProjectile.forward = pMyOrientation->GetForward(); if (m_typeData->dispersion != 0.0f) { float r = random(0.0f, m_typeData->dispersion); float a = random(0.0f, 2.0f * pi); dataProjectile.forward += (r * cos(a)) * pMyOrientation->GetRight(); dataProjectile.forward += (r * sin(a)) * pMyOrientation->GetUp(); dataProjectile.forward.SetNormalize(); } dataProjectile.velocity = speed * dataProjectile.forward; if (!absoluteF) dataProjectile.velocity += myVelocity; Vector position = myPosition + myVelocity * (m_nextFire - lastUpdate); dataProjectile.lifespan = lifespan; if (ptarget) { Vector dV = *pvelocityTarget - dataProjectile.velocity; float dV2 = dV.LengthSquared(); if (dV2 != 0.0f) { Vector dP = position - *ppositionTarget; //reverse so time has right sense dataProjectile.lifespan = (dV * dP) / dV2; if (dataProjectile.lifespan > lifespan) dataProjectile.lifespan = lifespan; else if (dataProjectile.lifespan < 0.1f) dataProjectile.lifespan = 0.1f; //Don't let it explode in our face } } IprojectileIGC* p = (IprojectileIGC*)(m_pMission->CreateObject(m_nextFire, OT_projectile, &dataProjectile, sizeof(dataProjectile))); if (p) { if (m_pshipGunner) p->SetGunner(m_pshipGunner); else p->SetLauncher(m_ship); p->SetPosition(position); p->SetCluster(cluster); p->Release(); } energyDeficit += rechargeRate * dtimeBurst; energy -= m_typeData->energyPerShot; ammo -= m_typeData->cAmmoPerShot; m_nextFire += dtimeBurst; } while ((nShots-- > 0) && (m_nextFire < now) && (energy + energyDeficit >= m_typeData->energyPerShot) && (ammo > 0)); m_ship->SetAmmo(ammo > 0 ? ammo : 0); if ((ammo == 0) && (m_typeData->cAmmoPerShot != 0)) fSelected = false; m_ship->SetEnergy(energy); } } if (!fSelected) Deactivate(); } // if we fired a shot, keep track of it (note - stored localy because the // call to deactivate (above) clears the member variable). m_fFiringShot = fFiredShot; // if we are still firing and have the energy and ammo for the next shot, // assume we are firing a burst. if ((m_ship->GetEnergy() >= m_typeData->energyPerShot) && (m_ship->GetAmmo() >= m_typeData->cAmmoPerShot) && (m_fFiringBurst || (m_fActive && m_fFiringShot)) // a burst starts with a shot ) { m_fFiringBurst = true; } else { m_fFiringBurst = false; } }
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); } }