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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/TorpedoProjectile.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/Unit.h"
#include "TorpedoLauncher.h"
#include "WeaponDefHandler.h"
#include "System/mmgr.h"
CR_BIND_DERIVED(CTorpedoLauncher, CWeapon, (NULL));
CR_REG_METADATA(CTorpedoLauncher,(
CR_MEMBER(tracking),
CR_RESERVED(8)
));
CTorpedoLauncher::CTorpedoLauncher(CUnit* owner)
: CWeapon(owner),
tracking(0)
{
if (owner) owner->hasUWWeapons=true;
}
CTorpedoLauncher::~CTorpedoLauncher(void)
{
}
void CTorpedoLauncher::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;
wantedDir = targetPos - weaponPos;
const float dist = wantedDir.Length();
predict = dist / projectileSpeed;
wantedDir /= dist;
}
CWeapon::Update();
}
void CTorpedoLauncher::FireImpl()
{
float3 dir;
dir=targetPos-weaponMuzzlePos;
dir.Normalize();
if(weaponDef->trajectoryHeight>0){
dir.y+=weaponDef->trajectoryHeight;
dir.Normalize();
}
float3 startSpeed;
if (!weaponDef->fixedLauncher) {
startSpeed = dir * weaponDef->startvelocity;
}
else {
startSpeed = weaponDir * weaponDef->startvelocity;
}
new CTorpedoProjectile(weaponMuzzlePos, startSpeed, owner, damageAreaOfEffect, projectileSpeed,
tracking, weaponDef->flighttime == 0? (int) (range / projectileSpeed + 25): weaponDef->flighttime,
targetUnit, weaponDef);
}
bool CTorpedoLauncher::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (unit) {
// if we cannot leave water and target unit is not in water, bail
if (!weaponDef->submissile && !unit->inWater)
return false;
} else {
// if we cannot leave water and target position is not in water, bail
if (!weaponDef->submissile && ground->GetHeightReal(pos.x, pos.z) > 0.0f)
return false;
}
float3 targetVec = pos - weaponMuzzlePos;
float targetDist = targetVec.Length();
if (targetDist == 0.0f)
return true;
targetVec /= targetDist;
// +0.05f since torpedoes have an unfortunate tendency to hit own ships due to movement
float spread = (accuracy + sprayAngle) + 0.05f;
if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, targetVec, targetDist, spread, owner->allyteam, true, false, false, owner)) {
return false;
}
if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, targetVec, targetDist, spread, owner->allyteam, false, true, false, owner)) {
return false;
}
return true;
}
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