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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "Feature.h"
#include "FeatureHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Lua/LuaRules.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "Map/MapInfo.h"
#include "Sim/Misc/DamageArray.h"
#include "Sim/Misc/QuadField.h"
#include "Rendering/Env/ITreeDrawer.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Projectiles/FireProjectile.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/Unsynced/GeoThermSmokeProjectile.h"
#include "Sim/Projectiles/Unsynced/SmokeProjectile.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/Unit.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include <assert.h>
CR_BIND_DERIVED(CFeature, CSolidObject, )
CR_REG_METADATA(CFeature, (
// CR_MEMBER(model),
CR_MEMBER(isRepairingBeforeResurrect),
CR_MEMBER(resurrectProgress),
CR_MEMBER(reclaimLeft),
CR_MEMBER(luaDraw),
CR_MEMBER(noSelect),
CR_MEMBER(tempNum),
CR_MEMBER(lastReclaim),
// CR_MEMBER(def),
// CR_MEMBER(udef),
CR_MEMBER(defName),
CR_MEMBER(transMatrix),
CR_MEMBER(inUpdateQue),
CR_MEMBER(drawQuad),
CR_MEMBER(finalHeight),
CR_MEMBER(myFire),
CR_MEMBER(fireTime),
CR_MEMBER(emitSmokeTime),
CR_RESERVED(64),
CR_POSTLOAD(PostLoad)
));
CFeature::CFeature() : CSolidObject(),
isRepairingBeforeResurrect(false),
resurrectProgress(0.0f),
reclaimLeft(1.0f),
luaDraw(false),
noSelect(false),
tempNum(0),
lastReclaim(0),
def(NULL),
udef(NULL),
inUpdateQue(false),
drawQuad(-2),
finalHeight(0.0f),
reachedFinalPos(true),
myFire(NULL),
fireTime(0),
emitSmokeTime(0),
solidOnTop(NULL)
{
crushable = true;
immobile = true;
physicalState = OnGround;
}
CFeature::~CFeature()
{
if (blocking) {
UnBlock();
}
qf->RemoveFeature(this);
if (def->drawType >= DRAWTYPE_TREE && treeDrawer) {
treeDrawer->DeleteTree(pos);
}
if (myFire) {
myFire->StopFire();
myFire = 0;
}
if (def->geoThermal) {
CGeoThermSmokeProjectile::GeoThermDestroyed(this);
}
}
void CFeature::PostLoad()
{
def = featureHandler->GetFeatureDef(defName);
float fRadius = 1.0f;
float fHeight = 0.0f;
//FIXME is this really needed (aren't all those tags saved via creg?)
if (def->drawType == DRAWTYPE_MODEL) {
model = def->LoadModel();
relMidPos = model->relMidPos;
fRadius = model->radius;
fHeight = model->height;
} else if (def->drawType >= DRAWTYPE_TREE) {
relMidPos = UpVector * TREE_RADIUS;
fRadius = TREE_RADIUS;
fHeight = fRadius * 2.0f;
}
SetRadiusAndHeight(fRadius, fHeight);
UpdateMidPos();
}
void CFeature::ChangeTeam(int newTeam)
{
if (newTeam < 0) {
team = 0; // NOTE: this should probably be -1, would need work
allyteam = -1;
} else {
team = newTeam;
allyteam = teamHandler->AllyTeam(newTeam);
}
}
void CFeature::Initialize(const float3& _pos, const FeatureDef* _def, short int _heading,
int facing, int _team, int _allyteam, const UnitDef* _udef, const float3& speed, int _smokeTime)
{
def = _def;
udef = _udef;
defName = def->myName;
heading = _heading;
buildFacing = facing;
team = _team;
allyteam = _allyteam;
emitSmokeTime = _smokeTime;
mass = def->mass;
crushResistance = def->crushResistance;
health = def->maxHealth;
blocking = def->blocking;
xsize = ((facing & 1) == 0) ? def->xsize : def->zsize;
zsize = ((facing & 1) == 1) ? def->xsize : def->zsize;
noSelect = def->noSelect;
float fRadius = 1.0f;
float fHeight = 0.0f;
if (def->drawType == DRAWTYPE_MODEL) {
model = def->LoadModel();
if (!model) {
LOG_L(L_ERROR, "Features: Couldn't load model for %s", defName.c_str());
} else {
relMidPos = model->relMidPos;
fRadius = model->radius;
fHeight = model->height;
// note: gets deleted in ~CSolidObject
collisionVolume = new CollisionVolume(def->collisionVolume, fRadius);
}
}
else if (def->drawType >= DRAWTYPE_TREE) {
relMidPos = UpVector * TREE_RADIUS;
fRadius = TREE_RADIUS;
fHeight = fRadius * 2.0f;
// LoadFeaturesFromMap() doesn't set a scale for trees
// note: gets deleted in ~CSolidObject
collisionVolume = new CollisionVolume(def->collisionVolume, fRadius);
}
Move3D(_pos.cClampInMap(), false);
SetRadiusAndHeight(fRadius, fHeight);
UpdateMidPos();
CalculateTransform();
featureHandler->AddFeature(this);
qf->AddFeature(this);
// maybe should not be here, but it prevents crashes caused by team = -1
ChangeTeam(team);
if (blocking) {
Block();
}
if (def->floating) {
finalHeight = ground->GetHeightAboveWater(pos.x, pos.z);
} else {
finalHeight = ground->GetHeightReal(pos.x, pos.z);
}
if (speed != ZeroVector) {
deathSpeed = speed;
}
reachedFinalPos = (speed == ZeroVector && pos.y == finalHeight);
}
void CFeature::CalculateTransform()
{
float3 frontDir = GetVectorFromHeading(heading);
float3 upDir;
if (def->upright) upDir = float3(0.0f, 1.0f, 0.0f);
else upDir = ground->GetNormal(pos.x, pos.z);
float3 rightDir = frontDir.cross(upDir);
rightDir.Normalize();
frontDir = upDir.cross(rightDir);
frontDir.Normalize ();
transMatrix = CMatrix44f(pos, -rightDir, upDir, frontDir);
}
bool CFeature::AddBuildPower(float amount, CUnit* builder)
{
const float oldReclaimLeft = reclaimLeft;
if (amount > 0.0f) {
// Check they are trying to repair a feature that can be resurrected
if (udef == NULL) {
return false;
}
// 'Repairing' previously-sucked features prior to resurrection
// This is reclaim-option independant - repairing features should always
// be like other repairing - gradual and multi-unit
// Lots of this code is stolen from unit->AddBuildPower
isRepairingBeforeResurrect = true; // Stop them exploiting chunk reclaiming
if (reclaimLeft >= 1) {
return false; // cant repair a 'fresh' feature
}
if (reclaimLeft <= 0) {
return false; // feature most likely has been deleted
}
// Work out how much to try to put back, based on the speed this unit would reclaim at.
const float part = amount / def->reclaimTime;
// Work out how much that will cost
const float metalUse = part * def->metal;
const float energyUse = part * def->energy;
if ((teamHandler->Team(builder->team)->metal >= metalUse) &&
(teamHandler->Team(builder->team)->energy >= energyUse) &&
(!luaRules || luaRules->AllowFeatureBuildStep(builder, this, part))) {
builder->UseMetal(metalUse);
builder->UseEnergy(energyUse);
reclaimLeft+=part;
if (reclaimLeft >= 1) {
isRepairingBeforeResurrect = false; // They can start reclaiming it again if they so wish
reclaimLeft = 1;
} else if (reclaimLeft <= 0) {
// this can happen when a mod tampers the feature in AllowFeatureBuildStep
featureHandler->DeleteFeature(this);
return false;
}
return true;
}
else {
// update the energy and metal required counts
teamHandler->Team(builder->team)->energyPull += energyUse;
teamHandler->Team(builder->team)->metalPull += metalUse;
}
return false;
}
else { // Reclaiming
// avoid multisuck when reclaim has already completed during this frame
if (reclaimLeft <= 0) {
return false;
}
// don't let them exploit chunk reclaim
if (isRepairingBeforeResurrect && (modInfo.reclaimMethod > 1)) {
return false;
}
// make sure several units cant reclaim at once on a single feature
if ((modInfo.multiReclaim == 0) && (lastReclaim == gs->frameNum)) {
return true;
}
const float part = (-amount) / def->reclaimTime;
if (luaRules && !luaRules->AllowFeatureBuildStep(builder, this, -part)) {
return false;
}
float reclaimLeftTemp = reclaimLeft - part;
// stop the last bit giving too much resource
if (reclaimLeftTemp < 0) {
reclaimLeftTemp = 0;
}
const float fractionReclaimed = oldReclaimLeft - reclaimLeftTemp;
const float metalFraction = def->metal * fractionReclaimed;
const float energyFraction = def->energy * fractionReclaimed;
const float energyUseScaled = metalFraction * modInfo.reclaimFeatureEnergyCostFactor;
if (!builder->UseEnergy(energyUseScaled)) {
teamHandler->Team(builder->team)->energyPull += energyUseScaled;
return false;
}
reclaimLeft = reclaimLeftTemp;
if ((modInfo.reclaimMethod == 1) && (reclaimLeft == 0)) {
// All-at-end method
builder->AddMetal(def->metal, false);
builder->AddEnergy(def->energy, false);
}
else if (modInfo.reclaimMethod == 0) {
// Gradual reclaim
builder->AddMetal(metalFraction, false);
builder->AddEnergy(energyFraction, false);
}
else {
// Chunky reclaiming, work out how many chunk boundaries we crossed
const float chunkSize = 1.0f / modInfo.reclaimMethod;
const int oldChunk = ChunkNumber(oldReclaimLeft);
const int newChunk = ChunkNumber(reclaimLeft);
if (oldChunk != newChunk) {
const float noChunks = (float)oldChunk - (float)newChunk;
builder->AddMetal(noChunks * def->metal * chunkSize, false);
builder->AddEnergy(noChunks * def->energy * chunkSize, false);
}
}
// Has the reclaim finished?
if (reclaimLeft <= 0) {
featureHandler->DeleteFeature(this);
return false;
}
lastReclaim = gs->frameNum;
return true;
}
// Should never get here
assert(false);
return false;
}
void CFeature::DoDamage(const DamageArray& damages, const float3& impulse, CUnit*, int)
{
if (damages.paralyzeDamageTime) {
return; // paralyzers do not damage features
}
residualImpulse = impulse;
health -= damages[0];
if (health <= 0 && def->destructable) {
CFeature* deathFeature = featureHandler->CreateWreckage(
pos, def->deathFeature, heading,
buildFacing, 1, team, -1, false, NULL
);
if (deathFeature) {
// if a partially reclaimed corpse got blasted,
// ensure its wreck is not worth the full amount
// (which might be more than the amount remaining)
deathFeature->reclaimLeft = reclaimLeft;
}
featureHandler->DeleteFeature(this);
blockHeightChanges = false;
if (def->drawType >= DRAWTYPE_TREE) {
if (impulse.SqLength2D() > 0.25f) {
treeDrawer->AddFallingTree(pos, impulse, def->drawType - 1);
}
}
}
}
void CFeature::DependentDied(CObject *o)
{
if (o == solidOnTop)
solidOnTop = 0;
CSolidObject::DependentDied(o);
}
void CFeature::ForcedMove(const float3& newPos, bool snapToGround)
{
if (blocking) {
UnBlock();
}
// remove from managers
qf->RemoveFeature(this);
if (def->drawType >= DRAWTYPE_TREE) {
treeDrawer->DeleteTree(pos);
}
Move3D(pos, false);
eventHandler.FeatureMoved(this);
// setup finalHeight
if (snapToGround) {
if (def->floating) {
finalHeight = ground->GetHeightAboveWater(pos.x, pos.z);
} else {
finalHeight = ground->GetHeightReal(pos.x, pos.z);
}
} else {
finalHeight = newPos.y;
}
// setup the visual transformation matrix
CalculateTransform();
// insert into managers
qf->AddFeature(this);
if (def->drawType >= DRAWTYPE_TREE) {
treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
}
if (blocking) {
Block();
}
}
void CFeature::ForcedSpin(const float3& newDir)
{
float3 updir = UpVector;
if (updir == newDir) {
//FIXME perhaps save the old right,up,front directions, so we can
// reconstruct the old upvector and generate a better assumption for updir
updir -= GetVectorFromHeading(heading);
}
float3 rightdir = newDir.cross(updir).Normalize();
updir = rightdir.cross(newDir);
transMatrix = CMatrix44f(pos, -rightdir, updir, newDir);
heading = GetHeadingFromVector(newDir.x, newDir.z);
}
bool CFeature::UpdatePosition()
{
if (udef != NULL) {
// we are a wreck of a dead unit
if (!reachedFinalPos) {
// NOTE: apply more drag if we were a tank or bot?
// (would require passing extra data to Initialize())
deathSpeed *= 0.95f;
if (deathSpeed.SqLength2D() > 0.01f) {
UnBlock();
qf->RemoveFeature(this);
// update our forward speed (and quadfield
// position) if it is still greater than 0
Move3D(deathSpeed, true);
qf->AddFeature(this);
Block();
} else {
deathSpeed.x = 0.0f;
deathSpeed.z = 0.0f;
}
// def->floating is unreliable (true for land unit wrecks),
// just assume wrecks always sink even if their "owner" was
// a floating object (as is the case for ships anyway)
const float realGroundHeight = ground->GetHeightReal(pos.x, pos.z);
const bool reachedGround = (pos.y <= realGroundHeight);
if (!reachedGround) {
if (pos.y > 0.0f) {
// quadratic acceleration if not in water
deathSpeed.y += mapInfo->map.gravity;
} else {
// constant downward speed otherwise
deathSpeed.y = mapInfo->map.gravity;
}
Move1D(deathSpeed.y, 1, true);
} else {
deathSpeed.y = 0.0f;
// last Update() may have sunk us into
// ground if pos.y was only marginally
// larger than ground height, correct
Move1D(realGroundHeight, 1, false);
}
reachedFinalPos = (deathSpeed == ZeroVector);
if (!pos.IsInBounds()) {
pos.ClampInBounds();
// ensure that no more forward-speed updates are done
// (prevents wrecks floating in mid-air at edge of map
// due to gravity no longer being applied either)
deathSpeed = ZeroVector;
}
eventHandler.FeatureMoved(this);
CalculateTransform();
}
} else {
if (pos.y > finalHeight) {
// feature is falling (note: gravity is negative)
if (def->drawType >= DRAWTYPE_TREE) {
treeDrawer->DeleteTree(pos);
}
if (pos.y > 0.0f) {
speed.y += mapInfo->map.gravity;
} else {
// fall slower in water
speed.y += mapInfo->map.gravity * 0.5;
}
transMatrix[13] += speed.y;
Move1D(speed.y, 1, true);
if (def->drawType >= DRAWTYPE_TREE) {
treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
}
} else if (pos.y < finalHeight) {
// if ground is restored, make sure feature does not get buried
if (def->drawType >= DRAWTYPE_TREE) {
treeDrawer->DeleteTree(pos);
}
const float dy = finalHeight - pos.y;
speed.y = 0.0f;
transMatrix[13] += dy;
Move1D(dy, 1, true);
if (def->drawType >= DRAWTYPE_TREE) {
treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
}
}
reachedFinalPos = (pos.y == finalHeight);
}
isUnderWater = ((pos.y + height) < 0.0f);
return reachedFinalPos;
}
bool CFeature::Update()
{
bool finishedUpdate = UpdatePosition();
if (emitSmokeTime != 0) {
--emitSmokeTime;
if (!((gs->frameNum + id) & 3) && ph->particleSaturation < 0.7f) {
new CSmokeProjectile(midPos + gu->usRandVector() * radius * 0.3f,
gu->usRandVector() * 0.3f + UpVector, emitSmokeTime / 6 + 20, 6, 0.4f, 0, 0.5f);
}
if (emitSmokeTime > 0)
finishedUpdate = false;
}
if (fireTime > 0) {
fireTime--;
if (fireTime == 1)
featureHandler->DeleteFeature(this);
finishedUpdate = false;
}
if (def->geoThermal) {
if ((gs->frameNum + id % 5) % 5 == 0) {
// Find the unit closest to the geothermal
const vector<CSolidObject*> &objs = qf->GetSolidsExact(pos, 0.0f);
float bestDist2 = 0;
CSolidObject* so = NULL;
for (vector<CSolidObject*>::const_iterator oi = objs.begin(); oi != objs.end(); ++oi) {
float dist2 = ((*oi)->pos - pos).SqLength();
if (!so || dist2 < bestDist2) {
bestDist2 = dist2;
so = *oi;
}
}
if (so != solidOnTop) {
if (solidOnTop)
DeleteDeathDependence(solidOnTop, DEPENDENCE_SOLIDONTOP);
if (so)
AddDeathDependence(so, DEPENDENCE_SOLIDONTOP);
}
solidOnTop = so;
}
// Hide the smoke if there is a geothermal unit on the vent
CUnit *u = dynamic_cast<CUnit*>(solidOnTop);
if (!u || !u->unitDef->needGeo) {
if ((ph->particleSaturation < 0.7f) || (ph->particleSaturation < 1 && !(gs->frameNum & 3))) {
float3 speed = gu->usRandVector() * 0.5f;
speed.y += 2.0f;
new CGeoThermSmokeProjectile(gu->usRandVector() * 10 +
float3(pos.x, pos.y-10, pos.z), speed, int(50 + gu->usRandFloat() * 7), this);
}
}
finishedUpdate = false;
}
return !finishedUpdate;
}
void CFeature::StartFire()
{
if (fireTime || !def->burnable)
return;
fireTime = 200 + (int)(gs->randFloat() * 30);
featureHandler->SetFeatureUpdateable(this);
myFire = new CFireProjectile(midPos, UpVector, 0, 300, radius * 0.8f, 70, 20);
}
int CFeature::ChunkNumber(float f)
{
return (int) ceil(f * modInfo.reclaimMethod);
}
float CFeature::RemainingResource(float res) const
{
// Gradual reclaim
if (modInfo.reclaimMethod == 0) {
return res * reclaimLeft;
}
// Old style - all reclaimed at the end
if (modInfo.reclaimMethod == 1) {
return res;
}
// Otherwise we are doing chunk reclaiming
float chunkSize = res / modInfo.reclaimMethod; // resource/no_chunks
float chunksLeft = ceil(reclaimLeft * modInfo.reclaimMethod);
return chunkSize * chunksLeft;
}
float CFeature::RemainingMetal() const
{
return RemainingResource(def->metal);
}
float CFeature::RemainingEnergy() const
{
return RemainingResource(def->energy);
}
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