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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MissileLauncher.h"
#include "WeaponDef.h"
#include "WeaponMemPool.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/myMath.h"
CR_BIND_DERIVED_POOL(CMissileLauncher, CWeapon, , weaponMemPool.alloc, weaponMemPool.free)
CR_REG_METADATA(CMissileLauncher, )
void CMissileLauncher::UpdateWantedDir()
{
CWeapon::UpdateWantedDir();
if (weaponDef->trajectoryHeight > 0.0f) {
wantedDir.y += weaponDef->trajectoryHeight;
wantedDir.Normalize();
}
}
void CMissileLauncher::FireImpl(const bool scriptCall)
{
float3 dir = currentTargetPos - weaponMuzzlePos;
const float dist = dir.LengthNormalize();
if (onlyForward) {
dir = owner->frontdir;
} else if (weaponDef->fixedLauncher) {
dir = weaponDir;
} else if (weaponDef->trajectoryHeight > 0.0f) {
dir.y += weaponDef->trajectoryHeight;
dir.Normalize();
}
dir += (gsRNG.NextVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.Normalize();
float3 startSpeed = dir * weaponDef->startvelocity;
// NOTE: why only for SAMT units?
if (onlyForward && owner->unitDef->IsStrafingAirUnit())
startSpeed += owner->speed;
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.end = currentTargetPos;
params.speed = startSpeed;
params.ttl = weaponDef->flighttime == 0? math::ceil(std::max(dist, range) / projectileSpeed + 25 * weaponDef->selfExplode): weaponDef->flighttime;
WeaponProjectileFactory::LoadProjectile(params);
}
bool CMissileLauncher::HaveFreeLineOfFire(const float3 srcPos, const float3 tgtPos, const SWeaponTarget& trg) const
{
// do a different test depending on if the missile has high
// trajectory (parabolic vs. linear ground intersection)
if (weaponDef->trajectoryHeight <= 0.0f)
return (CWeapon::HaveFreeLineOfFire(srcPos, tgtPos, trg));
float3 dir(tgtPos - srcPos);
float3 flatDir(dir.x, 0, dir.z);
dir.SafeNormalize();
const float flatLength = flatDir.LengthNormalize();
if (flatLength == 0.0f)
return true;
const float linear = dir.y + weaponDef->trajectoryHeight;
const float quadratic = -weaponDef->trajectoryHeight / flatLength;
const float groundDist = ((avoidFlags & Collision::NOGROUND) == 0)?
CGround::TrajectoryGroundCol(srcPos, flatDir, flatLength, linear, quadratic):
-1.0f;
if (groundDist > 0.0f)
return false;
if (TraceRay::TestTrajectoryCone(srcPos, flatDir, flatLength,
linear, quadratic, 0.0f, owner->allyteam, avoidFlags, owner)) {
return false;
}
return true;
}
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