2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-05-14 10:31:22 +00:00
metaforce/Runtime/Weapon/CProjectileInfo.cpp
Lioncash 221cc5c6b8 RuntimeCommonB: Normalize cpp file includes
Like the prior changes normalizing the inclusions within headers, this
tackles the cpp files of the RuntimeCommonB target, making these source
files consistent with their headers.
2019-12-22 18:12:04 -05:00

71 lines
2.9 KiB
C++

#include "Runtime/Weapon/CProjectileInfo.hpp"
#include "Runtime/CSimplePool.hpp"
#include "Runtime/GameGlobalObjects.hpp"
#include "Runtime/Character/CSteeringBehaviors.hpp"
#include "Runtime/Weapon/CProjectileWeapon.hpp"
#include "Runtime/World/CDamageInfo.hpp"
#include "Runtime/World/CPlayer.hpp"
namespace urde {
CProjectileInfo::CProjectileInfo(urde::CInputStream& in)
: x0_weaponDescription(g_SimplePool->GetObj({SBIG('WPSC'), CAssetId(in)})), xc_damageInfo(in) {}
CProjectileInfo::CProjectileInfo(CAssetId proj, const CDamageInfo& dInfo)
: x0_weaponDescription(g_SimplePool->GetObj({SBIG('WPSC'), proj})), xc_damageInfo(dInfo) {}
zeus::CVector3f CProjectileInfo::PredictInterceptPos(const zeus::CVector3f& gunPos, const zeus::CVector3f& aimPos,
const CPlayer& player, bool gravity, float speed, float dt) {
zeus::CVector3f ret;
zeus::CVector3f playerVel = player.GetDampedClampedVelocityWR();
zeus::CVector3f gravVec(0.f, 0.f, player.GetGravity());
bool result;
switch (player.GetOrbitState()) {
case CPlayer::EPlayerOrbitState::OrbitObject:
case CPlayer::EPlayerOrbitState::OrbitPoint:
case CPlayer::EPlayerOrbitState::OrbitCarcass:
case CPlayer::EPlayerOrbitState::ForcedOrbitObject:
case CPlayer::EPlayerOrbitState::Grapple: {
if (gravity && player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::ApplyJump) {
result = CSteeringBehaviors::ProjectOrbitalIntersection(gunPos, speed, dt, aimPos, playerVel, gravVec,
player.GetOrbitPoint(), ret);
break;
}
zeus::CVector3f vel;
if (playerVel.canBeNormalized())
vel = playerVel.normalized() * player.GetAverageSpeed();
else
vel = playerVel;
result = CSteeringBehaviors::ProjectOrbitalIntersection(gunPos, speed, dt, aimPos, vel,
player.GetOrbitPoint(), ret);
break;
}
case CPlayer::EPlayerOrbitState::NoOrbit:
if (gravity && player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::ApplyJump)
result = CSteeringBehaviors::ProjectLinearIntersection(gunPos, speed, aimPos, playerVel, gravVec, ret);
else
result = CSteeringBehaviors::ProjectLinearIntersection(gunPos, speed, aimPos, playerVel, ret);
}
if (!result)
ret = playerVel * 1.5f + aimPos;
return ret;
}
float CProjectileInfo::GetProjectileSpeed() const {
auto wpsc = x0_weaponDescription;
if (wpsc->x4_IVEC) {
zeus::CVector3f vec;
wpsc->x4_IVEC->GetValue(0, vec);
return vec.magnitude() / CProjectileWeapon::GetTickPeriod();
}
return 45000.0f;
}
zeus::CVector3f CProjectileInfo::PredictInterceptPos(const zeus::CVector3f& gunPos, const zeus::CVector3f& aimPos,
const CPlayer& player, bool gravity, float dt) const {
return PredictInterceptPos(gunPos, aimPos, player, gravity, GetProjectileSpeed(), dt);
}
} // namespace urde