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;
}
|