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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "Projectile.h"
#include "Map/MapInfo.h"
#include "Rendering/Colors.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Units/Unit.h"
CR_BIND_DERIVED(CProjectile, CExpGenSpawnable, );
CR_REG_METADATA(CProjectile,
(
CR_MEMBER(synced),
CR_MEMBER(weapon),
CR_MEMBER(piece),
CR_MEMBER(luaMoveCtrl),
CR_MEMBER(checkCol),
CR_MEMBER(ignoreWater),
CR_MEMBER(deleteMe),
CR_MEMBER(castShadow), // unsynced
CR_MEMBER(ownerId),
CR_MEMBER(projectileType),
CR_MEMBER(collisionFlags),
CR_MEMBER(quadFieldCellCoors),
CR_MEMBER(mygravity),
CR_MEMBER_BEGINFLAG(CM_Config),
CR_MEMBER(speed),
CR_MEMBER_ENDFLAG(CM_Config),
CR_RESERVED(8)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
bool CProjectile::inArray = false;
CVertexArray* CProjectile::va = NULL;
CProjectile::CProjectile():
synced(false),
weapon(false),
piece(false),
luaMoveCtrl(false),
checkCol(true),
ignoreWater(false),
deleteMe(false),
castShadow(false),
speed(ZeroVector),
mygravity(mapInfo? mapInfo->map.gravity: 0.0f),
ownerId(-1),
projectileType(-1U),
collisionFlags(0)
{
GML_GET_TICKS(lastProjUpdate);
}
CProjectile::CProjectile(const float3& pos, const float3& spd, CUnit* owner, bool isSynced, bool isWeapon, bool isPiece):
CExpGenSpawnable(pos),
synced(isSynced),
weapon(isWeapon),
piece(isPiece),
luaMoveCtrl(false),
checkCol(true),
ignoreWater(false),
deleteMe(false),
castShadow(false),
speed(spd),
mygravity(mapInfo? mapInfo->map.gravity: 0.0f),
ownerId(-1),
projectileType(-1U),
collisionFlags(0)
{
Init(ZeroVector, owner);
GML_GET_TICKS(lastProjUpdate);
}
void CProjectile::Detach() {
// SYNCED
if (synced) {
qf->RemoveProjectile(this);
}
CExpGenSpawnable::Detach();
}
CProjectile::~CProjectile() {
// UNSYNCED
assert(!synced || detached);
}
void CProjectile::Init(const float3& offset, CUnit* owner)
{
if (owner != NULL) {
// must be set before the AddProjectile call
ownerId = owner->id;
}
if (!(weapon || piece)) {
// NOTE:
// new CWeapon- and CPieceProjectile*'s add themselves
// to CProjectileHandler (other code needs to be able
// to dyna-cast CProjectile*'s to those derived types,
// and adding them here would throw away too much RTTI)
ph->AddProjectile(this);
}
if (synced) {
qf->AddProjectile(this);
}
pos += offset;
SetRadiusAndHeight(1.7f, 0.0f);
}
void CProjectile::Update()
{
if (!luaMoveCtrl) {
speed.y += mygravity;
pos += speed;
dir = speed; dir.SafeNormalize();
}
}
void CProjectile::Collision()
{
deleteMe = true;
checkCol = false;
}
void CProjectile::Collision(CUnit* unit)
{
deleteMe = true;
checkCol = false;
}
void CProjectile::Collision(CFeature* feature)
{
Collision();
}
void CProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
points.AddVertexQC(pos, color4::whiteA);
}
int CProjectile::DrawArray()
{
int idx = 0;
va->DrawArrayTC(GL_QUADS);
// draw-index gets divided by 24 because each element is
// 12 + 4 + 4 + 4 = 24 bytes in size (pos + u + v + color)
// for each type of "projectile"
idx = (va->drawIndex() / 24);
va = GetVertexArray();
va->Initialize();
inArray = false;
return idx;
}
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