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// Cannon.cpp: implementation of the CBombDropper class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "bombdropper.h"
#include "Game/GameHelper.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/Team.h"
#include "LogOutput.h"
#include "Map/MapInfo.h"
#include "Sim/MoveTypes/TAAirMoveType.h"
#include "Sim/Projectiles/WeaponProjectiles/ExplosiveProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/TorpedoProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "myMath.h"
#include "mmgr.h"
CR_BIND_DERIVED(CBombDropper, CWeapon, (NULL, false));
CR_REG_METADATA(CBombDropper,(
CR_MEMBER(dropTorpedoes),
CR_MEMBER(bombMoveRange),
CR_MEMBER(tracking),
CR_RESERVED(16)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBombDropper::CBombDropper(CUnit* owner,bool useTorps)
: CWeapon(owner),
dropTorpedoes(useTorps),
bombMoveRange(3),
tracking(0)
{
onlyForward=true;
if(useTorps && owner)
owner->hasUWWeapons=true;
}
CBombDropper::~CBombDropper()
{
}
void CBombDropper::Update()
{
if(targetType!=Target_None){
weaponPos=owner->pos+owner->frontdir*relWeaponPos.z+owner->updir*relWeaponPos.y+owner->rightdir*relWeaponPos.x;
subClassReady=false;
if(targetType==Target_Unit)
targetPos=targetUnit->pos; //aim at base of unit instead of middle and ignore uncertainity
if(weaponPos.y>targetPos.y){
float d=targetPos.y-weaponPos.y;
float s=-owner->speed.y;
float sq=(s-2*d)/-(weaponDef->myGravity==0 ? mapInfo->map.gravity : -(weaponDef->myGravity));
if(sq>0)
predict=s/(weaponDef->myGravity==0 ? mapInfo->map.gravity : -(weaponDef->myGravity))+sqrt(sq);
else
predict=0;
float3 hitpos=owner->pos+owner->speed*predict;
float speedf=owner->speed.Length();
if(hitpos.SqDistance2D(targetPos)<Square(std::max(1,(salvoSize-1))*speedf*salvoDelay*0.5f+bombMoveRange)){
subClassReady=true;
}
}
}
CWeapon::Update();
}
bool CBombDropper::TryTarget(const float3& pos,bool userTarget,CUnit* unit)
{
if(unit){
if(unit->isUnderWater && !dropTorpedoes)
return false;
} else {
if(pos.y<0)
return false;
}
return true;
}
void CBombDropper::FireImpl(void)
{
if(targetType==Target_Unit) {
targetPos=targetUnit->pos; //aim at base of unit instead of middle and ignore uncertainity
}
if(dropTorpedoes){
float3 speed=owner->speed;
if(dynamic_cast<CTAAirMoveType*>(owner->moveType)){
speed=targetPos-weaponPos;
speed.Normalize();
speed*=5;
}
int ttl;
if(weaponDef->flighttime == 0) {
ttl = (int)(range/projectileSpeed+15+predict);
} else {
ttl = weaponDef->flighttime;
}
new CTorpedoProjectile(weaponPos, speed, owner, areaOfEffect,
projectileSpeed, tracking, ttl, targetUnit, weaponDef);
} else {
float3 dif=targetPos-weaponPos; //fudge a bit better lateral aim to compensate for imprecise aircraft steering
dif.y=0;
float3 dir=owner->speed;
dir.SafeNormalize();
dir+=(gs->randVector()*sprayAngle+salvoError)*(1-owner->limExperience*0.9f); //add a random spray
dir.y=std::min(0.0f,dir.y);
dir.SafeNormalize();
dif-=dir*dif.dot(dir);
dif/=std::max(0.01f,predict);
float size=dif.Length();
if(size>1.0f)
dif/=size*1.0f;
int ttl;
if(weaponDef->flighttime == 0) {
ttl = 1000;
} else {
ttl = weaponDef->flighttime;
}
new CExplosiveProjectile(weaponPos, owner->speed + dif, owner,
weaponDef, 1000, areaOfEffect,
weaponDef->myGravity==0 ? mapInfo->map.gravity : -(weaponDef->myGravity));
}
}
void CBombDropper::Init(void)
{
CWeapon::Init();
maxAngleDif=-1;
}
/** See SlowUpdate */
bool CBombDropper::AttackUnit(CUnit* unit, bool userTarget)
{
if (!userTarget) return false;
return CWeapon::AttackUnit(unit, userTarget);
}
/** See SlowUpdate */
bool CBombDropper::AttackGround(float3 pos, bool userTarget)
{
if (!userTarget) return false;
return CWeapon::AttackGround(pos, userTarget);
}
/** Make sure it wont try to find targets not targeted by the cai
(to save cpu mostly) */
void CBombDropper::SlowUpdate(void)
{
CWeapon::SlowUpdate(true);
}
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