Torque3D/Engine/source/afx/ea/afxEA_MachineGun.cpp
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

207 lines
6 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include <typeinfo>
#include "afx/arcaneFX.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/afxChoreographer.h"
#include "afx/ce/afxProjectile.h"
#include "afx/ce/afxMachineGun.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxEA_MachineGun
class afxEA_MachineGun : public afxEffectWrapper
{
typedef afxEffectWrapper Parent;
afxMachineGunData* gun_data;
ProjectileData* bullet_data;
bool shooting;
F32 start_time;
F32 shot_gap;
S32 shot_count;
void launch_projectile();
void do_runtime_substitutions();
public:
/*C*/ afxEA_MachineGun();
/*D*/ ~afxEA_MachineGun();
void ea_set_datablock(SimDataBlock*) override;
bool ea_start() override;
bool ea_update(F32 dt) override;
void ea_finish(bool was_stopped) override;
};
//~~~~~~~~~~~~~~~~~~~~//
afxEA_MachineGun::afxEA_MachineGun()
{
gun_data = 0;
bullet_data = 0;
shooting = false;
start_time = 0.0f;
shot_count = 0;
shot_gap = 0.2f;
}
afxEA_MachineGun::~afxEA_MachineGun()
{
if (gun_data && gun_data->isTempClone())
delete gun_data;
gun_data = 0;
}
void afxEA_MachineGun::ea_set_datablock(SimDataBlock* db)
{
gun_data = dynamic_cast<afxMachineGunData*>(db);
if (gun_data)
bullet_data = gun_data->projectile_data;
}
bool afxEA_MachineGun::ea_start()
{
if (!gun_data)
{
Con::errorf("afxEA_MachineGun::ea_start() -- missing or incompatible datablock.");
return false;
}
if (!bullet_data)
{
Con::errorf("afxEA_MachineGun::ea_start() -- missing or incompatible ProjectileData.");
return false;
}
do_runtime_substitutions();
if (gun_data->rounds_per_minute > 0)
shot_gap = 60.0f/gun_data->rounds_per_minute;
return true;
}
bool afxEA_MachineGun::ea_update(F32 dt)
{
if (!shooting)
{
start_time = mElapsed;
shooting = true;
}
else
{
F32 next_shot = start_time + (shot_count+1)*shot_gap;
while (next_shot < mElapsed)
{
if (mIn_scope)
launch_projectile();
next_shot += shot_gap;
shot_count++;
}
}
return true;
}
void afxEA_MachineGun::ea_finish(bool was_stopped)
{
}
void afxEA_MachineGun::launch_projectile()
{
afxProjectile* projectile = new afxProjectile();
ProjectileData* next_bullet = bullet_data;
if (bullet_data->getSubstitutionCount() > 0)
{
next_bullet = new ProjectileData(*bullet_data, true);
bullet_data->performSubstitutions(next_bullet, mChoreographer, mGroup_index);
}
projectile->onNewDataBlock(next_bullet, false);
F32 muzzle_vel = next_bullet->muzzleVelocity;
afxConstraint* pos_cons = getPosConstraint();
ShapeBase* src_obj = (pos_cons) ? (dynamic_cast<ShapeBase*>(pos_cons->getSceneObject())) : 0;
Point3F dir_vec = mUpdated_aim - mUpdated_pos;
dir_vec.normalizeSafe();
dir_vec *= muzzle_vel;
projectile->init(mUpdated_pos, dir_vec, src_obj);
if (!projectile->registerObject())
{
delete projectile;
projectile = 0;
Con::errorf("afxEA_MachineGun::launch_projectile() -- projectile failed to register.");
}
if (projectile)
projectile->setDataField(StringTable->insert("afxOwner"), 0, mChoreographer->getIdString());
}
void afxEA_MachineGun::do_runtime_substitutions()
{
// only clone the datablock if there are substitutions
if (gun_data->getSubstitutionCount() > 0)
{
// clone the datablock and perform substitutions
afxMachineGunData* orig_db = gun_data;
gun_data = new afxMachineGunData(*orig_db, true);
orig_db->performSubstitutions(gun_data, mChoreographer, mGroup_index);
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxEA_MachineGunDesc : public afxEffectAdapterDesc, public afxEffectDefs
{
static afxEA_MachineGunDesc desc;
public:
bool testEffectType(const SimDataBlock*) const override;
bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const override;
bool runsOnServer(const afxEffectWrapperData*) const override { return true; }
bool runsOnClient(const afxEffectWrapperData*) const override { return false; }
afxEffectWrapper* create() const override { return new afxEA_MachineGun; }
};
afxEA_MachineGunDesc afxEA_MachineGunDesc::desc;
bool afxEA_MachineGunDesc::testEffectType(const SimDataBlock* db) const
{
return (typeid(afxMachineGunData) == typeid(*db));
}
bool afxEA_MachineGunDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
{
return (timing.lifetime < 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//