#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);
}
}
}
}