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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FlareProjectile.h"
#include "Game/Camera.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Env/Particles/ProjectileDrawer.h"
#include "Rendering/GL/RenderDataBuffer.hpp"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/WeaponProjectiles/MissileProjectile.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/Unit.h"
CR_BIND_DERIVED(CFlareProjectile, CProjectile, )
CR_REG_METADATA(CFlareProjectile, (
CR_SETFLAG(CF_Synced),
CR_MEMBER(activateFrame),
CR_MEMBER(deathFrame),
CR_MEMBER(numSubProjs),
CR_MEMBER(maxSubProjs),
CR_MEMBER(lastSubProj),
CR_MEMBER(subProjPos),
CR_MEMBER(subProjVel),
CR_MEMBER(alphaFalloff)
))
CFlareProjectile::CFlareProjectile(const float3& pos, const float3& speed, CUnit* owner, int activateFrame):
// these are synced, but neither weapon nor piece
// (only created by units that can drop flares)
CProjectile(pos, speed, owner, true, false, false),
activateFrame(activateFrame),
deathFrame(activateFrame + ((owner != nullptr)? owner->unitDef->flareTime: 1)),
numSubProjs(0),
maxSubProjs(std::min((owner != nullptr)? owner->unitDef->flareSalvoSize: 0, int(subProjPos.size()))),
lastSubProj(0)
{
alphaFalloff = (owner != nullptr)? 1.0f / owner->unitDef->flareTime: 1.0f;
checkCol = false;
useAirLos = true;
SetRadiusAndHeight(45.0f, 0.0f);
// flares fall slower
mygravity *= 0.3f;
}
void CFlareProjectile::Update()
{
const CUnit* owner = CProjectile::owner();
const UnitDef* ownerDef = (owner != nullptr)? owner->unitDef: nullptr;
if (gs->frameNum == activateFrame) {
if (owner != nullptr) {
SetPosition(owner->pos);
CWorldObject::SetVelocity(owner->speed);
CWorldObject::SetVelocity(speed + (owner->rightdir * ownerDef->flareDropVector.x));
CWorldObject::SetVelocity(speed + (owner->updir * ownerDef->flareDropVector.y));
CWorldObject::SetVelocity(speed + (owner->frontdir * ownerDef->flareDropVector.z));
SetVelocityAndSpeed(speed);
} else {
deleteMe = true;
}
}
if (gs->frameNum >= activateFrame) {
SetPosition(pos + speed);
SetVelocityAndSpeed((speed * 0.95f) + (UpVector * mygravity));
//FIXME: just spawn new flares, if new missiles incoming?
if (owner != nullptr && lastSubProj < (gs->frameNum - ownerDef->flareSalvoDelay) && numSubProjs < maxSubProjs) {
subProjPos[numSubProjs] = owner->pos;
subProjVel[numSubProjs] = owner->speed;
subProjVel[numSubProjs] += (owner->rightdir * ownerDef->flareDropVector.x);
subProjVel[numSubProjs] += (owner->updir * ownerDef->flareDropVector.y);
subProjVel[numSubProjs] += (owner->frontdir * ownerDef->flareDropVector.z);
numSubProjs += 1;
lastSubProj = gs->frameNum;
// try to trick at least one missile into retargeting us
// (this means flares can steal missiles from each other)
for (CMissileProjectile* missile: owner->incomingMissiles) {
if (missile == nullptr)
continue;
if (gsRNG.NextFloat() >= ownerDef->flareEfficiency)
continue;
missile->SetTargetObject(this);
missile->AddDeathDependence(this, DEPENDENCE_DECOYTARGET);
}
}
for (int a = 0; a < numSubProjs; ++a) {
subProjPos[a] += subProjVel[a];
subProjVel[a] *= 0.95f;
subProjVel[a].y += mygravity;
}
}
deleteMe |= (gs->frameNum >= deathFrame);
}
void CFlareProjectile::Draw(GL::RenderDataBufferTC* va) const
{
if (gs->frameNum <= activateFrame)
return;
constexpr float radius = 6.0f;
const float alpha = std::max(0.0f, 1.0f - (gs->frameNum - activateFrame) * alphaFalloff);
unsigned char col[4];
col[0] = (unsigned char) (alpha * 1.0f) * 255;
col[1] = (unsigned char) (alpha * 0.5f) * 255;
col[2] = (unsigned char) (alpha * 0.2f) * 255;
col[3] = 1;
for (int a = 0; a < numSubProjs; ++a) {
const float3 interPos = subProjPos[a] + subProjVel[a] * globalRendering->timeOffset;
#define fpt projectileDrawer->flareprojectiletex
va->SafeAppend({interPos - camera->GetRight() * radius - camera->GetUp() * radius, fpt->xstart, fpt->ystart, col});
va->SafeAppend({interPos + camera->GetRight() * radius - camera->GetUp() * radius, fpt->xend, fpt->ystart, col});
va->SafeAppend({interPos + camera->GetRight() * radius + camera->GetUp() * radius, fpt->xend, fpt->yend, col});
va->SafeAppend({interPos + camera->GetRight() * radius + camera->GetUp() * radius, fpt->xend, fpt->yend, col});
va->SafeAppend({interPos - camera->GetRight() * radius + camera->GetUp() * radius, fpt->xstart, fpt->yend, col});
va->SafeAppend({interPos - camera->GetRight() * radius - camera->GetUp() * radius, fpt->xstart, fpt->ystart, col});
#undef fpt
}
}
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