#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System.Collections.Generic; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Effects { class BulletInfo : IProjectileInfo { public readonly int Speed = 1; public readonly bool AA = false; public readonly bool AG = true; public readonly bool ASW = false; public readonly string Trail = null; public readonly bool Inaccurate = false; public readonly string Image = null; public readonly bool High = false; public readonly bool Arcing = false; public readonly int RangeLimit = 0; public readonly int Arm = 0; public readonly bool UnderWater = false; public readonly bool Shadow = false; public readonly bool Proximity = false; public IEffect Create(ProjectileArgs args) { return null; } } public class Bullet : IEffect { readonly Player Owner; readonly Actor FiredBy; readonly WeaponInfo Weapon; readonly ProjectileInfo Projectile; readonly WarheadInfo Warhead; readonly int2 Src; readonly int2 Dest; readonly int2 VisualDest; readonly int SrcAltitude; readonly int DestAltitude; int t = 0; Animation anim; const int BaseBulletSpeed = 100; /* pixels / 40ms frame */ public Bullet(string weapon, Player owner, Actor firedBy, int2 src, int2 dest, int srcAltitude, int destAltitude) : this(Rules.WeaponInfo[weapon], owner, firedBy, src, dest, srcAltitude, destAltitude) { } /* src, dest are *pixel* coords */ public Bullet(WeaponInfo weapon, Player owner, Actor firedBy, int2 src, int2 dest, int srcAltitude, int destAltitude) { Owner = owner; FiredBy = firedBy; Src = src; Dest = dest; SrcAltitude = srcAltitude; DestAltitude = destAltitude; VisualDest = Dest + new int2( firedBy.World.CosmeticRandom.Next(-10, 10), firedBy.World.CosmeticRandom.Next(-10, 10)); Weapon = weapon; Projectile = Rules.ProjectileInfo[Weapon.Projectile]; Warhead = Rules.WarheadInfo[Weapon.Warhead]; if (Projectile.Image != null && Projectile.Image != "none") { anim = new Animation(Projectile.Image, () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0)); anim.PlayRepeating("idle"); } } int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; } public void Tick( World world ) { t += 40; if (t > TotalTime()) /* remove finished bullets */ { world.AddFrameEndTask(w => w.Remove(this)); Combat.DoImpact(Dest, VisualDest - new int2( 0, DestAltitude ), Weapon, Projectile, Warhead, FiredBy); } if (Projectile.Trail != null) { var at = (float)t / TotalTime(); var altitude = float2.Lerp(SrcAltitude, DestAltitude, at); var pos = float2.Lerp(Src.ToFloat2(), VisualDest.ToFloat2(), at) - 0.5f * anim.Image.size - new float2(0, altitude); var highPos = (Projectile.High || Projectile.Arcing) ? (pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at))) : pos; world.AddFrameEndTask(w => w.Add( new Smoke(w, highPos.ToInt2(), Projectile.Trail))); } } const float height = .1f; public IEnumerable Render() { if (anim != null) { var at = (float)t / TotalTime(); var altitude = float2.Lerp(SrcAltitude, DestAltitude, at); var pos = float2.Lerp( Src.ToFloat2(), VisualDest.ToFloat2(), at) - 0.5f * anim.Image.size - new float2( 0, altitude ); if (Projectile.High || Projectile.Arcing) { if (Projectile.Shadow) yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, "shadow"); var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at)); yield return new Renderable(anim.Image, highPos - .5f * anim.Image.size, Owner.Palette); } else yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, Projectile.UnderWater ? "shadow" : Owner.Palette); } } } }