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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include "Projectile.h"
#include "ProjectileHandler.h"
#include "ProjectileMemPool.h"
#include "Game/GlobalUnsynced.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GroundFlash.h"
#include "Sim/Features/Feature.h"
#include "Sim/Features/FeatureDef.h"
#include "Sim/Misc/CollisionHandler.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/TeamHandler.h"
#include "Rendering/Env/Particles/Classes/FlyingPiece.h"
#include "Rendering/Env/Particles/Classes/NanoProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#include "Sim/Weapons/PlasmaRepulser.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/TimeProfiler.h"
#include "System/creg/STL_Deque.h"
// reserve 5% of maxNanoParticles for important stuff such as capture and reclaim other teams' units
#define NORMAL_NANO_PRIO 0.95f
#define HIGH_NANO_PRIO 1.0f
using namespace std;
CONFIG(int, MaxParticles).defaultValue(10000).headlessValue(1).minimumValue(1);
CONFIG(int, MaxNanoParticles).defaultValue(2000).headlessValue(1).minimumValue(1);
CR_BIND(CProjectileHandler, )
CR_REG_METADATA(CProjectileHandler, (
CR_MEMBER(syncedProjectiles),
CR_MEMBER(unsyncedProjectiles),
CR_MEMBER_UN(flyingPieces),
CR_MEMBER_UN(groundFlashes),
CR_MEMBER_UN(resortFlyingPieces),
CR_MEMBER(maxParticles),
CR_MEMBER(maxNanoParticles),
CR_MEMBER(currentNanoParticles),
CR_MEMBER_UN(lastCurrentParticles),
CR_MEMBER_UN(lastSyncedProjectilesCount),
CR_MEMBER_UN(lastUnsyncedProjectilesCount),
CR_MEMBER(freeSyncedIDs),
CR_MEMBER(freeUnsyncedIDs),
CR_MEMBER(syncedProjectileIDs),
CR_MEMBER(unsyncedProjectileIDs)
))
// note: stores all ExpGenSpawnable types, not just projectiles
ProjMemPool projMemPool;
CProjectileHandler* projectileHandler = nullptr;
CProjectileHandler::CProjectileHandler()
: currentNanoParticles(0)
, lastCurrentParticles(0)
, lastSyncedProjectilesCount(0)
, lastUnsyncedProjectilesCount(0)
, resortFlyingPieces({false})
, syncedProjectileIDs(1024, nullptr)
#if UNSYNCED_PROJ_NOEVENT
, unsyncedProjectileIDs(0, nullptr)
#else
, unsyncedProjectileIDs(8192, nullptr)
#endif
{
maxParticles = configHandler->GetInt("MaxParticles");
maxNanoParticles = configHandler->GetInt("MaxNanoParticles");
projMemPool.clear();
projMemPool.reserve(1024);
// preload some IDs
for (int i = 0; i < syncedProjectileIDs.size(); i++) {
freeSyncedIDs.push_back(i);
}
std::random_shuffle(freeSyncedIDs.begin(), freeSyncedIDs.end(), gsRNG);
for (int i = 0; i < unsyncedProjectileIDs.size(); i++) {
freeUnsyncedIDs.push_back(i);
}
std::random_shuffle(freeUnsyncedIDs.begin(), freeUnsyncedIDs.end(), guRNG);
for (int modelType = 0; modelType < MODELTYPE_OTHER; ++modelType) {
flyingPieces[modelType].reserve(1000);
}
// register ConfigNotify()
configHandler->NotifyOnChange(this, {"MaxParticles", "MaxNanoParticles"});
}
CProjectileHandler::~CProjectileHandler()
{
configHandler->RemoveObserver(this);
{
// synced first, to avoid callback crashes
for (CProjectile* p: syncedProjectiles)
projMemPool.free(p);
syncedProjectiles.clear();
}
{
for (CProjectile* p: unsyncedProjectiles)
projMemPool.free(p);
unsyncedProjectiles.clear();
}
{
for (CGroundFlash* gf: groundFlashes)
projMemPool.free(gf);
groundFlashes.clear();
}
{
for (auto& fpc: flyingPieces) {
fpc.clear();
}
}
freeSyncedIDs.clear();
freeUnsyncedIDs.clear();
syncedProjectileIDs.clear();
unsyncedProjectileIDs.clear();
CCollisionHandler::PrintStats();
}
void CProjectileHandler::ConfigNotify(const std::string& key, const std::string& value)
{
maxParticles = configHandler->GetInt("MaxParticles");
maxNanoParticles = configHandler->GetInt("MaxNanoParticles");
}
static void MAPPOS_SANITY_CHECK(const float3 v)
{
v.AssertNaNs();
assert(v.x >= -(float3::maxxpos * 16.0f));
assert(v.x <= (float3::maxxpos * 16.0f));
assert(v.z >= -(float3::maxzpos * 16.0f));
assert(v.z <= (float3::maxzpos * 16.0f));
assert(v.y >= -MAX_PROJECTILE_HEIGHT);
assert(v.y <= MAX_PROJECTILE_HEIGHT);
}
void CProjectileHandler::UpdateProjectileContainer(ProjectileContainer& pc, bool synced)
{
// WARNING:
// we can't use iterators here because ProjectileCreated
// and ProjectileDestroyed events may add new projectiles
// to the container!
for (size_t i = 0; i < pc.size(); /*no-op*/) {
CProjectile* p = pc[i];
assert(p != nullptr);
assert(p->synced == synced);
#ifdef USING_CREG
assert(p->synced == !!(p->GetClass()->binder->flags & creg::CF_Synced));
#endif
// creation
if (p->callEvent) {
if (synced || !UNSYNCED_PROJ_NOEVENT)
eventHandler.ProjectileCreated(p, p->GetAllyteamID());
eventHandler.RenderProjectileCreated(p);
p->callEvent = false;
}
// deletion (FIXME: move outside of loop)
if (p->deleteMe) {
pc[i] = pc.back();
pc.pop_back();
eventHandler.RenderProjectileDestroyed(p);
if (synced) {
eventHandler.ProjectileDestroyed(p, p->GetAllyteamID());
syncedProjectileIDs[p->id] = nullptr;
freeSyncedIDs.push_back(p->id);
ASSERT_SYNCED(p->pos);
ASSERT_SYNCED(p->id);
} else {
#if !UNSYNCED_PROJ_NOEVENT
eventHandler.ProjectileDestroyed(p, p->GetAllyteamID());
unsyncedProjectileIDs[p->id] = nullptr;
freeUnsyncedIDs.push_back(p->id);
#endif
}
projMemPool.free(p);
continue;
}
// neither
++i;
}
SCOPED_TIMER("Sim::Projectiles::Update");
// WARNING: same as above but for p->Update()
for (size_t i = 0; i < pc.size(); ++i) {
CProjectile* p = pc[i];
assert(p != nullptr);
MAPPOS_SANITY_CHECK(p->pos);
p->Update();
quadField->MovedProjectile(p);
MAPPOS_SANITY_CHECK(p->pos);
}
}
template<class T>
static void UPDATE_PTR_CONTAINER(T& cont) {
if (cont.empty())
return;
#ifndef NDEBUG
const size_t origSize = cont.size();
#endif
size_t size = cont.size();
for (unsigned int i = 0; i < size; /*no-op*/) {
CGroundFlash*& gf = cont[i];
if (!gf->Update()) {
projMemPool.free(gf);
gf = cont[size -= 1];
continue;
}
++i;
}
// WARNING:
// check if the vector was enlarged while iterating, in
// which case we will have missed updating newest items
assert(cont.size() == origSize);
cont.erase(cont.begin() + size, cont.end());
}
template<class T>
static void UPDATE_REF_CONTAINER(T& cont) {
if (cont.empty())
return;
#ifndef NDEBUG
const size_t origSize = cont.size();
#endif
size_t size = cont.size();
for (unsigned int i = 0; i < size; /*no-op*/) {
auto& p = cont[i];
if (!p.Update()) {
p = std::move(cont[size -= 1]);
continue;
}
++i;
}
//WARNING: check if the vector got enlarged while iterating, in that case
// we didn't update the newest items
assert(cont.size() == origSize);
cont.erase(cont.begin() + size, cont.end());
}
void CProjectileHandler::Update()
{
{
SCOPED_TIMER("Sim::Projectiles");
// particles
CheckCollisions(); // before :Update() to check if the particles move into stuff
UpdateProjectileContainer(syncedProjectiles, true);
UpdateProjectileContainer(unsyncedProjectiles, false);
// groundflashes
UPDATE_PTR_CONTAINER(groundFlashes);
// flying pieces; sort these every now and then
for (int modelType = 0; modelType < MODELTYPE_OTHER; ++modelType) {
auto& fpc = flyingPieces[modelType];
UPDATE_REF_CONTAINER(fpc);
if (resortFlyingPieces[modelType]) {
std::stable_sort(fpc.begin(), fpc.end());
}
}
}
// precache part of particles count calculation that else becomes very heavy
lastCurrentParticles = 0;
for (const CProjectile* p: syncedProjectiles) {
lastCurrentParticles += p->GetProjectilesCount();
}
for (const CProjectile* p: unsyncedProjectiles) {
lastCurrentParticles += p->GetProjectilesCount();
}
lastSyncedProjectilesCount = syncedProjectiles.size();
lastUnsyncedProjectilesCount = unsyncedProjectiles.size();
}
void CProjectileHandler::AddProjectile(CProjectile* p)
{
// already initialized?
assert(p->id < 0);
assert(p->callEvent);
std::deque<int>* freeIDs = nullptr;
ProjectileMap* proIDs = nullptr;
if (p->synced) {
syncedProjectiles.push_back(p);
freeIDs = &freeSyncedIDs;
proIDs = &syncedProjectileIDs;
ASSERT_SYNCED(freeIDs->size());
} else {
unsyncedProjectiles.push_back(p);
#if UNSYNCED_PROJ_NOEVENT
return;
#endif
freeIDs = &freeUnsyncedIDs;
proIDs = &unsyncedProjectileIDs;
}
if (freeIDs->empty()) {
const size_t oldSize = proIDs->size();
const size_t newSize = oldSize + 256;
for (int i = oldSize; i < newSize; i++) {
freeIDs->push_back(i);
}
if (p->synced) {
std::random_shuffle(freeIDs->begin(), freeIDs->end(), gsRNG);
} else{
std::random_shuffle(freeIDs->begin(), freeIDs->end(), guRNG);
}
proIDs->resize(newSize, nullptr);
}
p->id = freeIDs->front();
freeIDs->pop_front();
(*proIDs)[p->id] = p;
if ((p->id) > (1 << 24)) {
LOG_L(L_WARNING, "Lua %s projectile IDs are now out of range", (p->synced? "synced": "unsynced"));
}
if (p->synced) {
ASSERT_SYNCED(p->id);
#ifdef TRACE_SYNC
tracefile << "New projectile id: " << p->id << ", ownerID: " << p->GetOwnerID();
tracefile << ", type: " << p->GetProjectileType() << " pos: <" << p->pos.x << ", " << p->pos.y << ", " << p->pos.z << ">\n";
#endif
}
}
static bool CheckProjectileCollisionFlags(const CProjectile* p, const CUnit* u)
{
if (teamHandler->IsValidAllyTeam(p->GetAllyteamID())) {
const bool noFriendsBit = ((p->GetCollisionFlags() & Collision::NOFRIENDLIES) != 0);
const bool noEnemiesBit = ((p->GetCollisionFlags() & Collision::NOENEMIES ) != 0);
const bool friendlyFire = teamHandler->AlliedAllyTeams(p->GetAllyteamID(), u->allyteam);
if (noFriendsBit && friendlyFire)
return false;
if (noEnemiesBit && !friendlyFire)
return false;
}
if ((p->GetCollisionFlags() & Collision::NONEUTRALS) != 0 && u->IsNeutral())
return false;
if ((p->GetCollisionFlags() & Collision::NOFIREBASES) != 0) {
const CUnit* owner = p->owner();
const CUnit* trans = (owner != nullptr)? owner->GetTransporter(): nullptr;
// check if the unit being collided with is occupied by p's owner
if (u == trans && trans->unitDef->isFirePlatform)
return false;
}
return true;
}
void CProjectileHandler::CheckUnitCollisions(
CProjectile* p,
std::vector<CUnit*>& tempUnits,
const float3 ppos0,
const float3 ppos1)
{
if (!p->checkCol)
return;
CollisionQuery cq;
for (CUnit* unit: tempUnits) {
assert(unit != nullptr);
// if this unit fired this projectile, always ignore
if (unit == p->owner())
continue;
if (!unit->HasCollidableStateBit(CSolidObject::CSTATE_BIT_PROJECTILES))
continue;
if (!CheckProjectileCollisionFlags(p, unit))
continue;
if (CCollisionHandler::DetectHit(unit, unit->GetTransformMatrix(true), ppos0, ppos1, &cq)) {
if (cq.GetHitPiece() != nullptr)
unit->SetLastHitPiece(cq.GetHitPiece(), gs->frameNum);
if (!cq.InsideHit()) {
p->SetPosition(cq.GetHitPos());
p->Collision(unit);
p->SetPosition(ppos0);
} else {
p->Collision(unit);
}
break;
}
}
}
void CProjectileHandler::CheckFeatureCollisions(
CProjectile* p,
std::vector<CFeature*>& tempFeatures,
const float3 ppos0,
const float3 ppos1)
{
// already collided with unit?
if (!p->checkCol)
return;
if ((p->GetCollisionFlags() & Collision::NOFEATURES) != 0)
return;
CollisionQuery cq;
for (CFeature* feature: tempFeatures) {
assert(feature != nullptr);
if (!feature->HasCollidableStateBit(CSolidObject::CSTATE_BIT_PROJECTILES))
continue;
if (CCollisionHandler::DetectHit(feature, feature->GetTransformMatrix(true), ppos0, ppos1, &cq)) {
if (cq.GetHitPiece() != nullptr)
feature->SetLastHitPiece(cq.GetHitPiece(), gs->frameNum);
if (!cq.InsideHit()) {
p->SetPosition(cq.GetHitPos());
p->Collision(feature);
p->SetPosition(ppos0);
} else {
p->Collision(feature);
}
break;
}
}
}
void CProjectileHandler::CheckShieldCollisions(
CProjectile* p,
std::vector<CPlasmaRepulser*>& tempRepulsers,
const float3 ppos0,
const float3 ppos1)
{
if (!p->checkCol)
return;
if (!p->weapon)
return;
CWeaponProjectile* wpro = static_cast<CWeaponProjectile*>(p);
const WeaponDef* wdef = wpro->GetWeaponDef();
//Bail early
if (wdef->interceptedByShieldType == 0)
return;
CollisionQuery cq;
for (CPlasmaRepulser* repulser: tempRepulsers) {
assert(repulser != nullptr);
if (!repulser->CanIntercept(wdef->interceptedByShieldType, p->GetAllyteamID()))
continue;
// we sometimes get false inside hits due to the movement of the shield
// a very hacky solution is to increase the ray that's intersecting
// by the last movement of the shield.
// it's not 100% accurate so there's a bit of a FIXME here to do a real solution
// (keep track in the projectile which shields it's in)
const float3 effectivePPos0 = ppos0 + (ppos0 - ppos1) * repulser->deltaPos.Length();
if (CCollisionHandler::DetectHit(repulser->owner, &repulser->collisionVolume, repulser->owner->GetTransformMatrix(true), effectivePPos0, ppos1, &cq)) {
if (!cq.InsideHit() || !repulser->weaponDef->exteriorShield || repulser->IsRepulsing(wpro)) {
if (repulser->IncomingProjectile(wpro, cq.GetHitPos()))
return;
}
}
}
}
void CProjectileHandler::CheckUnitFeatureCollisions(ProjectileContainer& pc)
{
static std::vector<CUnit*> tempUnits;
static std::vector<CFeature*> tempFeatures;
static std::vector<CPlasmaRepulser*> tempRepulsers;
for (size_t i = 0; i < pc.size(); ++i) {
CProjectile* p = pc[i];
if (!p->checkCol) continue;
if ( p->deleteMe) continue;
const float3 ppos0 = p->pos;
const float3 ppos1 = p->pos + p->speed;
quadField->GetUnitsAndFeaturesColVol(p->pos, p->radius + p->speed.w, tempUnits, tempFeatures, &tempRepulsers);
CheckShieldCollisions(p, tempRepulsers, ppos0, ppos1); tempRepulsers.clear();
CheckUnitCollisions(p, tempUnits, ppos0, ppos1); tempUnits.clear();
CheckFeatureCollisions(p, tempFeatures, ppos0, ppos1); tempFeatures.clear();
}
}
void CProjectileHandler::CheckGroundCollisions(ProjectileContainer& pc)
{
for (size_t i = 0; i < pc.size(); ++i) {
CProjectile* p = pc[i];
if (!p->checkCol)
continue;
// NOTE:
// if <p> is a MissileProjectile and does not have
// selfExplode set, tbis will cause it to never be
// removed (!)
if (p->GetCollisionFlags() & Collision::NOGROUND)
continue;
// don't collide with ground yet if last update scheduled a bounce
if (p->weapon && static_cast<const CWeaponProjectile*>(p)->HasScheduledBounce())
continue;
// NOTE:
// don't add p->radius to groundHeight, or most (esp. modelled)
// projectiles will collide with the ground one or more frames
// too early
const float groundHeight = CGround::GetHeightReal(p->pos.x, p->pos.z);
const bool belowGround = (p->pos.y < groundHeight);
const bool insideWater = (p->pos.y <= 0.0f && !belowGround);
const bool ignoreWater = p->ignoreWater;
if (belowGround || (insideWater && !ignoreWater)) {
// if position has dropped below terrain or into water
// where we can not live, adjust it and explode us now
// (if the projectile does not set deleteMe = true, it
// will keep hugging the terrain)
p->SetPosition(p->pos * XZVector + UpVector * groundHeight * belowGround);
p->Collision();
}
}
}
void CProjectileHandler::CheckCollisions()
{
SCOPED_TIMER("Sim::Projectiles::Collisions");
CheckUnitFeatureCollisions(syncedProjectiles); //! changes simulation state
CheckUnitFeatureCollisions(unsyncedProjectiles); //! does not change simulation state
CheckGroundCollisions(syncedProjectiles); //! changes simulation state
CheckGroundCollisions(unsyncedProjectiles); //! does not change simulation state
}
void CProjectileHandler::AddGroundFlash(CGroundFlash* flash)
{
groundFlashes.push_back(flash);
}
void CProjectileHandler::AddFlyingPiece(
int modelType,
const S3DModelPiece* piece,
const CMatrix44f& m,
const float3 pos,
const float3 speed,
const float2 pieceParams,
const int2 renderParams
) {
flyingPieces[modelType].emplace_back(piece, m, pos, speed, pieceParams, renderParams);
resortFlyingPieces[modelType] = true;
}
void CProjectileHandler::AddNanoParticle(
const float3 startPos,
const float3 endPos,
const UnitDef* unitDef,
int teamNum,
bool highPriority)
{
const float priority = highPriority? HIGH_NANO_PRIO: NORMAL_NANO_PRIO;
if (currentNanoParticles >= (maxNanoParticles * priority))
return;
if (!unitDef->showNanoSpray)
return;
float3 dif = (endPos - startPos);
const float l = fastmath::apxsqrt2(dif.SqLength());
dif /= l;
dif += guRNG.NextVector() * 0.15f;
const float3 udColor = unitDef->nanoColor;
const uint8_t* tColor = (teamHandler->Team(teamNum))->color;
const SColor colors[2] = {
SColor(udColor.r, udColor.g, udColor.b, 20.0f / 255.0f),
SColor(tColor[0], tColor[1], tColor[2], uint8_t(20)),
};
projMemPool.alloc<CNanoProjectile>(startPos, dif, int(l), colors[globalRendering->teamNanospray]);
}
void CProjectileHandler::AddNanoParticle(
const float3 startPos,
const float3 endPos,
const UnitDef* unitDef,
int teamNum,
float radius,
bool inverse,
bool highPriority)
{
const float priority = highPriority? HIGH_NANO_PRIO: NORMAL_NANO_PRIO;
if (currentNanoParticles >= (maxNanoParticles * priority))
return;
if (!unitDef->showNanoSpray)
return;
float3 dif = (endPos - startPos);
const float l = fastmath::apxsqrt2(dif.SqLength());
dif /= l;
float3 error = guRNG.NextVector() * (radius / l);
const float3 udColor = unitDef->nanoColor;
const uint8_t* tColor = (teamHandler->Team(teamNum))->color;
const SColor colors[2] = {
SColor(udColor.r, udColor.g, udColor.b, 20.0f / 255.0f),
SColor(tColor[0], tColor[1], tColor[2], uint8_t(20)),
};
if (!inverse) {
projMemPool.alloc<CNanoProjectile>(startPos, (dif + error) * 3, int(l / 3), colors[globalRendering->teamNanospray]);
} else {
projMemPool.alloc<CNanoProjectile>(startPos + (dif + error) * l, -(dif + error) * 3, int(l / 3), colors[globalRendering->teamNanospray]);
}
}
CProjectile* CProjectileHandler::GetProjectileBySyncedID(int id)
{
if ((size_t)id < syncedProjectileIDs.size())
return syncedProjectileIDs[id];
return nullptr;
}
CProjectile* CProjectileHandler::GetProjectileByUnsyncedID(int id)
{
if (UNSYNCED_PROJ_NOEVENT)
return nullptr; // unsynced projectiles have no IDs if UNSYNCED_PROJ_NOEVENT
if ((size_t)id < unsyncedProjectileIDs.size())
return unsyncedProjectileIDs[id];
return nullptr;
}
float CProjectileHandler::GetParticleSaturation(const bool withRandomization) const
{
// use the random mult to weaken the max limit a little
// so the chance is better spread when being close to the limit
// i.e. when there are rockets that spam CEGs this gives smaller CEGs still a chance
return (GetCurrentParticles() / float(maxParticles)) * (1.f + int(withRandomization) * 0.3f * guRNG.NextFloat());
}
int CProjectileHandler::GetCurrentParticles() const
{
// use precached part of particles count calculation that else becomes very heavy
// example where it matters: (in ZK) /cheat /give 20 armraven -> shoot ground
int partCount = lastCurrentParticles;
for (size_t i = lastSyncedProjectilesCount, e = syncedProjectiles.size(); i < e; ++i) {
partCount += syncedProjectiles[i]->GetProjectilesCount();
}
for (size_t i = lastUnsyncedProjectilesCount, e = unsyncedProjectiles.size(); i < e; ++i) {
partCount += unsyncedProjectiles[i]->GetProjectilesCount();
}
for (const auto& c: flyingPieces) {
for (const auto& fp: c) {
partCount += fp.GetDrawCallCount();
}
}
partCount += groundFlashes.size();
return partCount;
}
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