afxEA_MachineGun.cpp
Engine/source/afx/ea/afxEA_MachineGun.cpp
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class
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Detailed Description
1 2 3//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 4// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames 5// Copyright (C) 2015 Faust Logic, Inc. 6// 7// Permission is hereby granted, free of charge, to any person obtaining a copy 8// of this software and associated documentation files (the "Software"), to 9// deal in the Software without restriction, including without limitation the 10// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 11// sell copies of the Software, and to permit persons to whom the Software is 12// furnished to do so, subject to the following conditions: 13// 14// The above copyright notice and this permission notice shall be included in 15// all copies or substantial portions of the Software. 16// 17// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 22// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 23// IN THE SOFTWARE. 24// 25//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 26 27#include <typeinfo> 28#include "afx/arcaneFX.h" 29#include "afx/afxEffectDefs.h" 30#include "afx/afxEffectWrapper.h" 31#include "afx/afxChoreographer.h" 32#include "afx/ce/afxProjectile.h" 33#include "afx/ce/afxMachineGun.h" 34 35//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 36// afxEA_MachineGun 37 38class afxEA_MachineGun : public afxEffectWrapper 39{ 40 typedef afxEffectWrapper Parent; 41 42 afxMachineGunData* gun_data; 43 ProjectileData* bullet_data; 44 45 bool shooting; 46 F32 start_time; 47 F32 shot_gap; 48 S32 shot_count; 49 50 void launch_projectile(); 51 void do_runtime_substitutions(); 52 53public: 54 /*C*/ afxEA_MachineGun(); 55 /*D*/ ~afxEA_MachineGun(); 56 57 virtual void ea_set_datablock(SimDataBlock*); 58 virtual bool ea_start(); 59 virtual bool ea_update(F32 dt); 60 virtual void ea_finish(bool was_stopped); 61}; 62 63//~~~~~~~~~~~~~~~~~~~~// 64 65afxEA_MachineGun::afxEA_MachineGun() 66{ 67 gun_data = 0; 68 bullet_data = 0; 69 shooting = false; 70 start_time = 0.0f; 71 shot_count = 0; 72 shot_gap = 0.2f; 73} 74 75afxEA_MachineGun::~afxEA_MachineGun() 76{ 77 if (gun_data && gun_data->isTempClone()) 78 delete gun_data; 79 gun_data = 0; 80} 81 82void afxEA_MachineGun::ea_set_datablock(SimDataBlock* db) 83{ 84 gun_data = dynamic_cast<afxMachineGunData*>(db); 85 if (gun_data) 86 bullet_data = gun_data->projectile_data; 87} 88 89bool afxEA_MachineGun::ea_start() 90{ 91 if (!gun_data) 92 { 93 Con::errorf("afxEA_MachineGun::ea_start() -- missing or incompatible datablock."); 94 return false; 95 } 96 if (!bullet_data) 97 { 98 Con::errorf("afxEA_MachineGun::ea_start() -- missing or incompatible ProjectileData."); 99 return false; 100 } 101 102 do_runtime_substitutions(); 103 104 if (gun_data->rounds_per_minute > 0) 105 shot_gap = 60.0f/gun_data->rounds_per_minute; 106 107 return true; 108} 109 110bool afxEA_MachineGun::ea_update(F32 dt) 111{ 112 if (!shooting) 113 { 114 start_time = mElapsed; 115 shooting = true; 116 } 117 else 118 { 119 F32 next_shot = start_time + (shot_count+1)*shot_gap; 120 while (next_shot < mElapsed) 121 { 122 if (mIn_scope) 123 launch_projectile(); 124 next_shot += shot_gap; 125 shot_count++; 126 } 127 } 128 129 return true; 130} 131 132void afxEA_MachineGun::ea_finish(bool was_stopped) 133{ 134} 135 136void afxEA_MachineGun::launch_projectile() 137{ 138 afxProjectile* projectile = new afxProjectile(); 139 140 ProjectileData* next_bullet = bullet_data; 141 142 if (bullet_data->getSubstitutionCount() > 0) 143 { 144 next_bullet = new ProjectileData(*bullet_data, true); 145 bullet_data->performSubstitutions(next_bullet, mChoreographer, mGroup_index); 146 } 147 148 projectile->onNewDataBlock(next_bullet, false); 149 150 F32 muzzle_vel = next_bullet->muzzleVelocity; 151 152 afxConstraint* pos_cons = getPosConstraint(); 153 ShapeBase* src_obj = (pos_cons) ? (dynamic_cast<ShapeBase*>(pos_cons->getSceneObject())) : 0; 154 155 Point3F dir_vec = mUpdated_aim - mUpdated_pos; 156 dir_vec.normalizeSafe(); 157 dir_vec *= muzzle_vel; 158 projectile->init(mUpdated_pos, dir_vec, src_obj); 159 if (!projectile->registerObject()) 160 { 161 delete projectile; 162 projectile = 0; 163 Con::errorf("afxEA_MachineGun::launch_projectile() -- projectile failed to register."); 164 } 165 if (projectile) 166 projectile->setDataField(StringTable->insert("afxOwner"), 0, mChoreographer->getIdString()); 167} 168 169void afxEA_MachineGun::do_runtime_substitutions() 170{ 171 // only clone the datablock if there are substitutions 172 if (gun_data->getSubstitutionCount() > 0) 173 { 174 // clone the datablock and perform substitutions 175 afxMachineGunData* orig_db = gun_data; 176 gun_data = new afxMachineGunData(*orig_db, true); 177 orig_db->performSubstitutions(gun_data, mChoreographer, mGroup_index); 178 } 179} 180 181//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 182 183class afxEA_MachineGunDesc : public afxEffectAdapterDesc, public afxEffectDefs 184{ 185 static afxEA_MachineGunDesc desc; 186 187public: 188 virtual bool testEffectType(const SimDataBlock*) const; 189 virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const; 190 virtual bool runsOnServer(const afxEffectWrapperData*) const { return true; } 191 virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; } 192 193 virtual afxEffectWrapper* create() const { return new afxEA_MachineGun; } 194}; 195 196afxEA_MachineGunDesc afxEA_MachineGunDesc::desc; 197 198bool afxEA_MachineGunDesc::testEffectType(const SimDataBlock* db) const 199{ 200 return (typeid(afxMachineGunData) == typeid(*db)); 201} 202 203bool afxEA_MachineGunDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const 204{ 205 return (timing.lifetime < 0); 206} 207 208//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 209