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
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FPSUnitController.h"
#include "UI/MouseHandler.h"
#include "Game/Camera.h"
#include "Game/GlobalUnsynced.h"
#include "Game/TraceRay.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/Scripts/CobInstance.h"
#include "Sim/Weapons/Weapon.h"
#include "System/myMath.h"
#include "Net/Protocol/NetProtocol.h"
#include <SDL_mouse.h>
FPSUnitController::FPSUnitController()
: targetUnit(NULL)
, controllee(NULL)
, controller(NULL)
, viewDir(FwdVector)
, targetPos(FwdVector)
, targetDist(1000.0f)
, forward(false)
, back(false)
, left(false)
, right(false)
, mouse1(false)
, mouse2(false)
, oldHeading(0)
, oldPitch(0)
, oldState(255)
, oldDCpos(ZeroVector)
{
}
void FPSUnitController::Update() {
const int piece = controllee->script->AimFromWeapon(0);
const float3 relPos = controllee->script->GetPiecePos(piece);
const float3 pos = controllee->GetObjectSpacePos(relPos) + (UpVector * 7.0f);
oldDCpos = pos;
CUnit* hitUnit;
CFeature* hitFeature;
// SYNCED, do NOT use GuiTraceRay which also checks gu->spectatingFullView
float hitDist = TraceRay::TraceRay(pos, viewDir, controllee->maxRange, Collision::NOCLOAKED, controllee, hitUnit, hitFeature);
if (hitUnit != NULL) {
targetUnit = hitUnit;
targetDist = hitDist;
targetPos = hitUnit->pos;
if (!mouse2) {
controllee->AttackUnit(hitUnit, true, true, true);
}
} else {
hitDist = std::min(hitDist, controllee->maxRange * 0.95f);
targetUnit = NULL;
targetDist = hitDist;
targetPos = pos + viewDir * targetDist;
if (!mouse2) {
// if a target position is in range, but not on the ground,
// projectiles can gain extra flighttime and travel further
//
// NOTE: CWeapon::AttackGround checks range via TryTarget
if ((targetPos.y - CGround::GetHeightReal(targetPos.x, targetPos.z)) <= SQUARE_SIZE) {
controllee->AttackGround(targetPos, true, true, true);
}
}
}
}
void FPSUnitController::RecvStateUpdate(const unsigned char* buf) {
forward = !!(buf[2] & (1 << 0));
back = !!(buf[2] & (1 << 1));
left = !!(buf[2] & (1 << 2));
right = !!(buf[2] & (1 << 3));
mouse1 = !!(buf[2] & (1 << 4));
const bool newMouse2 = !!(buf[2] & (1 << 5));
if (!mouse2 && newMouse2 && controllee != NULL) {
controllee->AttackUnit(NULL, true, true, true);
}
mouse2 = newMouse2;
const short int h = *((short int*) &buf[3]);
const short int p = *((short int*) &buf[5]);
viewDir = GetVectorFromHAndPExact(h, p);
}
void FPSUnitController::SendStateUpdate() {
if (!gu->fpsMode)
return;
const bool* camMoveState = camera->GetMovState();
const CMouseHandler::ButtonPressEvt* mouseButtons = mouse->buttons;
unsigned char state = 0;
state |= ((camMoveState[CCamera::MOVE_STATE_FWD]) * (1 << 0));
state |= ((camMoveState[CCamera::MOVE_STATE_BCK]) * (1 << 1));
state |= ((camMoveState[CCamera::MOVE_STATE_LFT]) * (1 << 2));
state |= ((camMoveState[CCamera::MOVE_STATE_RGT]) * (1 << 3));
state |= ((mouseButtons[SDL_BUTTON_LEFT ].pressed) * (1 << 4));
state |= ((mouseButtons[SDL_BUTTON_RIGHT].pressed) * (1 << 5));
shortint2 hp = GetHAndPFromVector(camera->forward);
if (hp.x != oldHeading || hp.y != oldPitch || state != oldState) {
oldHeading = hp.x;
oldPitch = hp.y;
oldState = state;
net->Send(CBaseNetProtocol::Get().SendDirectControlUpdate(gu->myPlayerNum, state, hp.x, hp.y));
}
}
|