File: MissileLauncher.cpp

package info (click to toggle)
spring 88.0%2Bdfsg1-1.1
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 41,524 kB
  • sloc: cpp: 343,114; ansic: 38,414; python: 12,257; java: 12,203; awk: 5,748; sh: 1,204; xml: 997; perl: 405; objc: 192; makefile: 181; php: 134; sed: 2
file content (155 lines) | stat: -rwxr-xr-x 4,757 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "MissileLauncher.h"
#include "Sim/MoveTypes/StrafeAirMoveType.h"
#include "Sim/Projectiles/WeaponProjectiles/MissileProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "System/mmgr.h"

CR_BIND_DERIVED(CMissileLauncher, CWeapon, (NULL));

CR_REG_METADATA(CMissileLauncher,(
	CR_RESERVED(8)
	));

CMissileLauncher::CMissileLauncher(CUnit* owner)
: CWeapon(owner)
{
}

CMissileLauncher::~CMissileLauncher(void)
{
}

void CMissileLauncher::Update(void)
{
	if (targetType != Target_None) {
		weaponPos = owner->pos + owner->frontdir * relWeaponPos.z + owner->updir * relWeaponPos.y + owner->rightdir * relWeaponPos.x;
		weaponMuzzlePos = owner->pos + owner->frontdir * relWeaponMuzzlePos.z + owner->updir * relWeaponMuzzlePos.y + owner->rightdir * relWeaponMuzzlePos.x;

		if (!onlyForward) {
			wantedDir = targetPos - weaponPos;
			float dist = wantedDir.Length();
			predict = dist / projectileSpeed;
			wantedDir /= dist;

			if (weaponDef->trajectoryHeight > 0.0f) {
				wantedDir.y += weaponDef->trajectoryHeight;
				wantedDir.Normalize();
			}
		}
	}
	CWeapon::Update();
}

void CMissileLauncher::FireImpl()
{
	float3 dir;
	if (onlyForward) {
		dir = owner->frontdir;
	} else if (weaponDef->fixedLauncher) {
		dir = weaponDir;
	} else {
		dir = targetPos - weaponMuzzlePos;
		dir.Normalize();

		if (weaponDef->trajectoryHeight > 0.0f) {
			dir.y += weaponDef->trajectoryHeight;
			dir.Normalize();
		}
	}

	dir +=
		((gs->randVector() * sprayAngle + salvoError) *
		(1.0f - owner->limExperience * weaponDef->ownerExpAccWeight));
	dir.Normalize();

	float3 startSpeed = dir * weaponDef->startvelocity;
	if (onlyForward && dynamic_cast<CStrafeAirMoveType*>(owner->moveType))
		startSpeed += owner->speed;

	new CMissileProjectile(weaponMuzzlePos, startSpeed, owner, damageAreaOfEffect,
			projectileSpeed,
			weaponDef->flighttime == 0
                ? (int) (range / projectileSpeed + 25 * weaponDef->selfExplode)
                : weaponDef->flighttime,
			targetUnit, weaponDef, targetPos);
}

bool CMissileLauncher::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
	if (!CWeapon::TryTarget(pos, userTarget, unit))
		return false;

	if (!weaponDef->waterweapon && TargetUnitOrPositionInWater(pos, unit))
		return false;

	float3 dir = pos - weaponMuzzlePos;

	if (weaponDef->trajectoryHeight > 0.0f) {
		// do a different test depending on if the missile has high
		// trajectory (parabolic vs. linear ground intersection; in
		// the latter case, HaveFreeLineOfFire() checks the NOGROUND
		// collision flag for us)
		float3 flatDir(dir.x, 0, dir.z);
		dir.SafeNormalize();
		float flatLength = flatDir.Length();

		if (flatLength == 0)
			return true;

		flatDir /= flatLength;

		const float linear = dir.y + weaponDef->trajectoryHeight;
		const float quadratic = -weaponDef->trajectoryHeight / flatLength;
		const float gc = ((collisionFlags & Collision::NOGROUND) == 0)?
			ground->TrajectoryGroundCol(weaponMuzzlePos, flatDir, flatLength - 30, linear, quadratic):
			-1.0f;
		const float modFlatLength = flatLength - 30.0f;

		if (gc > 0.0f)
			return false;

		if (avoidFriendly && TraceRay::TestTrajectoryCone(weaponMuzzlePos, flatDir, modFlatLength, linear, quadratic, 0, 8, owner->allyteam, true, false, false, owner)) {
			return false;
		}
		if (avoidNeutral && TraceRay::TestTrajectoryCone(weaponMuzzlePos, flatDir, modFlatLength, linear, quadratic, 0, 8, owner->allyteam, false, true, false, owner)) {
			return false;
		}
		if (avoidFeature && TraceRay::TestTrajectoryCone(weaponMuzzlePos, flatDir, modFlatLength, linear, quadratic, 0, 8, owner->allyteam, false, false, true, owner)) {
			return false;
		}
	} else {
		const float length = dir.Length();
		if (length == 0)
			return true;

		dir /= length;

		if (!onlyForward) {
			if (!HaveFreeLineOfFire(weaponMuzzlePos, dir, length, unit)) {
				return false;
			}
		} else {
			float3 goaldir = pos - owner->pos;
			goaldir.SafeNormalize();
			if (owner->frontdir.dot(goaldir) < maxForwardAngleDif)
				return false;
		}

		if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, true, false, false, owner)) {
			return false;
		}
		if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, false, true, false, owner)) {
			return false;
		}
		if (avoidFeature && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, false, false, true, owner)) {
			return false;
		}
	}
	return true;
}