//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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 #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(); virtual void ea_set_datablock(SimDataBlock*); virtual bool ea_start(); virtual bool ea_update(F32 dt); virtual void ea_finish(bool was_stopped); }; //~~~~~~~~~~~~~~~~~~~~// 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(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(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: virtual bool testEffectType(const SimDataBlock*) const; virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const; virtual bool runsOnServer(const afxEffectWrapperData*) const { return true; } virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; } virtual afxEffectWrapper* create() const { 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); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//