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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Projectile.h"
#include "Map/MapInfo.h"
#include "Rendering/Colors.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "System/Matrix44f.h"
CR_BIND_DERIVED(CProjectile, CExpGenSpawnable, )
CR_REG_METADATA(CProjectile,
(
CR_MEMBER(synced),
CR_MEMBER(weapon),
CR_MEMBER(piece),
CR_MEMBER(hitscan),
CR_MEMBER(luaMoveCtrl),
CR_MEMBER(checkCol),
CR_MEMBER(ignoreWater),
CR_MEMBER(deleteMe),
CR_MEMBER(castShadow),
CR_MEMBER(drawSorted),
CR_MEMBER_BEGINFLAG(CM_Config),
CR_MEMBER(dir),
CR_MEMBER_ENDFLAG(CM_Config),
CR_MEMBER(drawPos),
CR_MEMBER(mygravity),
CR_IGNORED(sortDist),
CR_MEMBER(ownerID),
CR_MEMBER(teamID),
CR_MEMBER(cegID),
CR_MEMBER(projectileType),
CR_MEMBER(collisionFlags),
CR_MEMBER(qfCellData)
))
CR_BIND(CProjectile::QuadFieldCellData, )
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
bool CProjectile::inArray = false;
CVertexArray* CProjectile::va = NULL;
CProjectile::CProjectile()
: synced(false)
, weapon(false)
, piece(false)
, hitscan(false)
, luaMoveCtrl(false)
, checkCol(true)
, ignoreWater(false)
, deleteMe(false)
, castShadow(false)
, drawSorted(true)
, mygravity(mapInfo? mapInfo->map.gravity: 0.0f)
, ownerID(-1u)
, teamID(-1u)
, cegID(-1u)
, projectileType(-1u)
, collisionFlags(0)
{
}
CProjectile::CProjectile(
const float3& pos,
const float3& spd,
const CUnit* owner,
bool isSynced,
bool isWeapon,
bool isPiece,
bool isHitScan
): CExpGenSpawnable(pos, spd)
, synced(isSynced)
, weapon(isWeapon)
, piece(isPiece)
, hitscan(isHitScan)
, luaMoveCtrl(false)
, checkCol(true)
, ignoreWater(false)
, deleteMe(false)
, castShadow(false)
, drawSorted(true)
, dir(ZeroVector) // set via Init()
, mygravity(mapInfo? mapInfo->map.gravity: 0.0f)
, ownerID(-1u)
, teamID(-1u)
, cegID(-1u)
, projectileType(-1u)
, collisionFlags(0)
{
SetRadiusAndHeight(1.7f, 0.0f);
Init(owner, ZeroVector);
}
void CProjectile::Detach() {
// SYNCED
if (synced) {
quadField->RemoveProjectile(this);
}
CExpGenSpawnable::Detach();
}
CProjectile::~CProjectile() {
// UNSYNCED
assert(!synced || detached);
}
void CProjectile::Init(const CUnit* owner, const float3& offset)
{
if (owner != NULL) {
// must be set before the AddProjectile call
ownerID = owner->id;
teamID = owner->team;
}
if (!hitscan) {
SetPosition(pos + offset);
SetVelocityAndSpeed(speed);
}
if (!weapon && !piece) {
// NOTE:
// new CWeapon- and CPieceProjectile*'s add themselves
// to CProjectileHandler (other code needs to be able
// to dyna-cast CProjectile*'s to those derived types,
// and adding them here would throw away too much RTTI)
projectileHandler->AddProjectile(this);
}
if (synced && !weapon) {
quadField->AddProjectile(this);
}
}
void CProjectile::Update()
{
if (luaMoveCtrl)
return;
SetPosition(pos + speed);
SetVelocityAndSpeed(speed + (UpVector * mygravity));
}
void CProjectile::Collision()
{
deleteMe = true;
checkCol = false;
}
void CProjectile::Collision(CUnit* unit)
{
Collision();
}
void CProjectile::Collision(CFeature* feature)
{
Collision();
}
void CProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
points.AddVertexQC(pos, color4::whiteA);
}
int CProjectile::DrawArray()
{
va->DrawArrayTC(GL_QUADS);
// draw-index gets divided by 24 because each element is
// 12 + 4 + 4 + 4 = 24 bytes in size (pos + u + v + color)
// for each type of "projectile"
const int idx = (va->drawIndex() / 24);
va = GetVertexArray();
va->Initialize();
inArray = false;
return idx;
}
CUnit* CProjectile::owner() const {
// NOTE:
// this death dependency optimization using "ownerID" is logically flawed:
// because ID's are reused it could return a unit that is not the original
// owner (unlikely however unless ID's get recycled very rapidly)
CUnit* unit = unitHandler->GetUnit(ownerID);
return unit;
}
CMatrix44f CProjectile::GetTransformMatrix(bool offsetPos) const {
float3 xdir;
float3 ydir;
if (math::fabs(dir.y) < 0.95f) {
xdir = dir.cross(UpVector);
xdir.SafeANormalize();
} else {
xdir.x = 1.0f;
}
ydir = xdir.cross(dir);
return (CMatrix44f(drawPos + (dir * radius * 0.9f * offsetPos), -xdir, ydir, dir));
}
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