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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 "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/SpringMath.h"
CR_BIND_DERIVED(CMissileLauncher, CWeapon, )
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 targetVec = currentTargetPos - weaponMuzzlePos;
const float targetDist = targetVec.LengthNormalize();
if (onlyForward) {
targetVec = owner->frontdir;
} else if (weaponDef->fixedLauncher) {
targetVec = weaponDir;
} else if (weaponDef->trajectoryHeight > 0.0f) {
targetVec = (targetVec + UpVector * weaponDef->trajectoryHeight).Normalize();
}
targetVec += (gsRNG.NextVector() * SprayAngleExperience() + SalvoErrorExperience());
targetVec.Normalize();
float3 startSpeed = targetVec * 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(targetDist, range) / projectileSpeed + 25 * weaponDef->selfExplode): weaponDef->flighttime;
WeaponProjectileFactory::LoadProjectile(params);
}
bool CMissileLauncher::HaveFreeLineOfFire(const float3 srcPos, const float3 tgtPos, const SWeaponTarget& trg) const
{
// high-trajectory missiles use parabolic rather than linear ground intersection
if (weaponDef->trajectoryHeight <= 0.0f)
return (CWeapon::HaveFreeLineOfFire(srcPos, tgtPos, trg));
float3 targetVec = (tgtPos - srcPos) * XZVector;
float3 launchDir = (tgtPos - srcPos).SafeNormalize();
const float xzTargetDist = targetVec.LengthNormalize();
if (xzTargetDist == 0.0f)
return true;
const float linCoeff = launchDir.y + weaponDef->trajectoryHeight;
const float qdrCoeff = -weaponDef->trajectoryHeight / xzTargetDist;
const float groundDist = ((avoidFlags & Collision::NOGROUND) == 0)?
CGround::TrajectoryGroundCol(srcPos, targetVec, xzTargetDist, linCoeff, qdrCoeff):
-1.0f;
if (groundDist > 0.0f)
return false;
return (!TraceRay::TestTrajectoryCone(srcPos, targetVec, xzTargetDist, linCoeff, qdrCoeff, 0.0f, owner->allyteam, avoidFlags, owner));
}
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