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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FlareProjectile.h"
#include "Game/Camera.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ProjectileDrawer.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/WeaponProjectiles/MissileProjectile.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/Unit.h"
CR_BIND_DERIVED(CFlareProjectile, CProjectile, (ZeroVector, ZeroVector, 0, 0))
CR_REG_METADATA(CFlareProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(activateFrame),
CR_MEMBER(deathFrame),
CR_MEMBER(numSub),
CR_MEMBER(lastSub),
CR_MEMBER(subPos),
CR_MEMBER(subSpeed),
CR_MEMBER(alphaFalloff),
CR_RESERVED(8)
))
CFlareProjectile::CFlareProjectile(const float3& pos, const float3& speed, CUnit* owner, int activateFrame):
//! these are synced, but neither weapon nor piece
//! (only created by units that can drop flares)
CProjectile(pos, speed, owner, true, false, false),
activateFrame(activateFrame),
deathFrame(activateFrame + (owner? owner->unitDef->flareTime: 1)),
numSub(0),
lastSub(0)
{
alphaFalloff = owner? 1.0f / owner->unitDef->flareTime: 1.0f;
checkCol = false;
useAirLos = true;
SetRadiusAndHeight(45.0f, 0.0f);
subPos.resize(owner->unitDef->flareSalvoSize);
subSpeed.resize(owner->unitDef->flareSalvoSize);
mygravity *= 0.3f; //! flares fall slower
}
CFlareProjectile::~CFlareProjectile()
{
}
void CFlareProjectile::Update()
{
CUnit* owner = CProjectile::owner();
if (gs->frameNum == activateFrame) {
if (owner != NULL) {
SetPosition(owner->pos);
CWorldObject::SetVelocity(owner->speed);
CWorldObject::SetVelocity(speed + (owner->rightdir * owner->unitDef->flareDropVector.x));
CWorldObject::SetVelocity(speed + (owner->updir * owner->unitDef->flareDropVector.y));
CWorldObject::SetVelocity(speed + (owner->frontdir * owner->unitDef->flareDropVector.z));
SetVelocityAndSpeed(speed);
} else {
deleteMe = true;
}
}
if (gs->frameNum >= activateFrame) {
SetPosition(pos + speed);
SetVelocityAndSpeed((speed * 0.95f) + (UpVector * mygravity));
//FIXME: just spawn new flares, if new missiles incoming?
if(owner && lastSub < (gs->frameNum - owner->unitDef->flareSalvoDelay) && numSub<owner->unitDef->flareSalvoSize) {
subPos[numSub] = owner->pos;
float3 s = owner->speed;
s += owner->rightdir * owner->unitDef->flareDropVector.x;
s += owner->updir * owner->unitDef->flareDropVector.y;
s += owner->frontdir * owner->unitDef->flareDropVector.z;
subSpeed[numSub] = s;
++numSub;
lastSub = gs->frameNum;
for (std::list<CMissileProjectile*>::iterator mi = owner->incomingMissiles.begin(); mi != owner->incomingMissiles.end(); ++mi) {
if (gs->randFloat() < owner->unitDef->flareEfficiency) {
CMissileProjectile* missile = *mi;
missile->SetTargetObject(this);
missile->AddDeathDependence(this, DEPENDENCE_DECOYTARGET);
}
}
}
for (int a = 0; a < numSub; ++a) {
subPos[a] += subSpeed[a];
subSpeed[a] *= 0.95f;
subSpeed[a].y += mygravity;
}
}
if (gs->frameNum >= deathFrame) {
deleteMe = true;
}
}
void CFlareProjectile::Draw()
{
if (gs->frameNum <= activateFrame) {
return;
}
inArray = true;
unsigned char col[4];
float alpha = std::max(0.0f,1-(gs->frameNum-activateFrame)*alphaFalloff);
col[0] = (unsigned char) (alpha * 255);
col[1] = (unsigned char) (alpha * 0.5f) * 255;
col[2] = (unsigned char) (alpha * 0.2f) * 255;
col[3] = 1;
float rad = 6.0;
va->EnlargeArrays(numSub * 4, 0, VA_SIZE_TC);
for (int a = 0; a < numSub; ++a) {
//! CAUTION: loop count must match EnlargeArrays above
const float3 interPos = subPos[a] + subSpeed[a] * globalRendering->timeOffset;
#define fpt projectileDrawer->flareprojectiletex
va->AddVertexQTC(interPos - camera->right * rad - camera->up * rad, fpt->xstart, fpt->ystart, col);
va->AddVertexQTC(interPos + camera->right * rad - camera->up * rad, fpt->xend, fpt->ystart, col);
va->AddVertexQTC(interPos + camera->right * rad + camera->up * rad, fpt->xend, fpt->yend, col);
va->AddVertexQTC(interPos - camera->right * rad + camera->up * rad, fpt->xstart, fpt->yend, col);
#undef fpt
}
}
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