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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/Camera.h"
#include "Game/GameHelper.h"
#include "Map/Ground.h"
#include "MissileProjectile.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ProjectileDrawer.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Models/3DModel.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/GeometricObjects.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/Unsynced/SmokeTrailProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "System/Matrix44f.h"
#include "System/myMath.h"
#include "System/Sync/SyncTracer.h"
const float CMissileProjectile::SMOKE_TIME = 60.0f;
CR_BIND_DERIVED(CMissileProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CMissileProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(maxSpeed),
// CR_MEMBER(ttl),
CR_MEMBER(areaOfEffect),
CR_MEMBER(age),
CR_MEMBER(oldSmoke),
CR_MEMBER(oldDir),
CR_MEMBER(drawTrail),
CR_MEMBER(numParts),
CR_MEMBER(isWobbling),
CR_MEMBER(wobbleDir),
CR_MEMBER(wobbleTime),
CR_MEMBER(wobbleDif),
CR_MEMBER(danceMove),
CR_MEMBER(danceCenter),
CR_MEMBER(danceTime),
CR_MEMBER(isDancing),
CR_MEMBER(extraHeight),
CR_MEMBER(extraHeightDecay),
CR_MEMBER(extraHeightTime)
))
CMissileProjectile::CMissileProjectile(const ProjectileParams& params): CWeaponProjectile(params)
, maxSpeed(0.0f)
, areaOfEffect(0.0f)
, extraHeight(0.0f)
, extraHeightDecay(0.0f)
, age(0)
, numParts(0)
, extraHeightTime(0)
, drawTrail(true)
, isDancing(false)
, isWobbling(false)
, danceTime(1)
, wobbleTime(1)
, oldSmoke(pos)
, oldDir(dir)
{
projectileType = WEAPON_MISSILE_PROJECTILE;
if (model != NULL) {
SetRadiusAndHeight(model);
}
if (weaponDef != NULL) {
maxSpeed = weaponDef->projectilespeed;
areaOfEffect = weaponDef->damageAreaOfEffect;
isDancing = (weaponDef->dance > 0);
isWobbling = (weaponDef->wobble > 0);
if (weaponDef->trajectoryHeight > 0.0f) {
const float dist = pos.distance(targetPos);
assert(maxSpeed > 0.0f);
assert((std::max(dist, maxSpeed) / maxSpeed) >= 1.0f);
extraHeight = (dist * weaponDef->trajectoryHeight);
extraHeightTime = int(std::max(dist, maxSpeed) / maxSpeed);
extraHeightDecay = extraHeight / extraHeightTime;
}
}
drawRadius = radius + maxSpeed * 8;
float3 camDir = (pos - camera->GetPos()).ANormalize();
if ((camera->GetPos().distance(pos) * 0.2f + (1 - math::fabs(camDir.dot(dir))) * 3000) < 200) {
drawTrail = false;
}
castShadow = true;
#ifdef TRACE_SYNC
tracefile << "New missile: ";
tracefile << pos.x << " " << pos.y << " " << pos.z << " " << speed.x << " " << speed.y << " " << speed.z << "\n";
#endif
CUnit* u = dynamic_cast<CUnit*>(target);
if (u != NULL) {
u->IncomingMissile(this);
}
}
void CMissileProjectile::Collision()
{
if (weaponDef->visuals.smokeTrail) {
new CSmokeTrailProjectile(owner(), pos, oldSmoke, dir, oldDir, false, true, 7, SMOKE_TIME, 0.6f, drawTrail, 0, weaponDef->visuals.texture2);
}
CWeaponProjectile::Collision();
oldSmoke = pos;
}
void CMissileProjectile::Collision(CUnit* unit)
{
if (weaponDef->visuals.smokeTrail) {
new CSmokeTrailProjectile(owner(), pos, oldSmoke, dir, oldDir, false, true, 7, SMOKE_TIME, 0.6f, drawTrail, 0, weaponDef->visuals.texture2);
}
CWeaponProjectile::Collision(unit);
oldSmoke = pos;
}
void CMissileProjectile::Collision(CFeature* feature)
{
if (weaponDef->visuals.smokeTrail) {
new CSmokeTrailProjectile(owner(), pos, oldSmoke, dir, oldDir, false, true, 7, SMOKE_TIME, 0.6f, drawTrail, 0, weaponDef->visuals.texture2);
}
CWeaponProjectile::Collision(feature);
oldSmoke = pos;
}
void CMissileProjectile::Update()
{
const CUnit* own = owner();
if (--ttl > 0) {
if (!luaMoveCtrl) {
float3 targetVel;
if (speed.w < maxSpeed)
speed.w += weaponDef->weaponacceleration;
if (weaponDef->tracks && target != NULL) {
const CSolidObject* so = dynamic_cast<const CSolidObject*>(target);
const CWeaponProjectile* po = dynamic_cast<const CWeaponProjectile*>(target);
targetPos = target->pos;
if (so != NULL) {
targetPos = so->aimPos;
targetVel = so->speed;
if (own != NULL && pos.SqDistance(so->aimPos) > Square(150.0f)) {
// if we have an owner and our target is a unit,
// set target-position to its error-position for
// our owner's allyteam
const CUnit* tgt = dynamic_cast<const CUnit*>(so);
if (tgt != NULL) {
targetPos = tgt->GetErrorPos(own->allyteam, true);
}
}
}
if (po != NULL) {
targetVel = po->speed;
}
}
UpdateWobble();
UpdateDance();
const float3 orgTargPos = targetPos;
const float3 targetDir = (targetPos - pos).SafeNormalize();
const float dist = pos.distance(targetPos) + 0.1f;
if (extraHeightTime > 0) {
extraHeight -= extraHeightDecay;
--extraHeightTime;
targetPos.y += extraHeight;
if (dir.y <= 0.0f) {
// missile has reached apex, smoothly transition
// to targetDir (can still overshoot when target
// is too close or height difference too large)
const float horDiff = (targetPos - pos).Length2D() + 0.01f;
const float verDiff = (targetPos.y - pos.y) + 0.01f;
const float dirDiff = math::fabs(targetDir.y - dir.y);
const float ratio = math::fabs(verDiff / horDiff);
dir.y -= (dirDiff * ratio);
} else {
// missile is still ascending
dir.y -= (extraHeightDecay / dist);
}
}
const float3 targetLeadVec = targetVel * (dist / maxSpeed) * 0.7f;
const float3 targetLeadDir = (targetPos + targetLeadVec - pos).Normalize();
float3 targetDirDif = targetLeadDir - dir;
if (targetDirDif.SqLength() < Square(weaponDef->turnrate)) {
dir = targetLeadDir;
} else {
targetDirDif = (targetDirDif - (dir * (targetDirDif.dot(dir)))).SafeNormalize();
dir = (dir + (targetDirDif * weaponDef->turnrate)).SafeNormalize();
}
targetPos = orgTargPos;
// dir and speed.w have changed, keep speed-vector in sync
SetDirectionAndSpeed(dir, speed.w);
}
explGenHandler->GenExplosion(cegID, pos, dir, ttl, areaOfEffect, 0.0f, NULL, NULL);
} else {
if (weaponDef->selfExplode) {
Collision();
} else {
// only when TTL <= 0 do we (missiles)
// get influenced by gravity and drag
if (!luaMoveCtrl) {
SetVelocityAndSpeed((speed * 0.98f) + (UpVector * mygravity));
}
}
}
if (!luaMoveCtrl) {
SetPosition(pos + speed);
}
age++;
numParts++;
if (weaponDef->visuals.smokeTrail && !(age & 7)) {
CSmokeTrailProjectile* tp = new CSmokeTrailProjectile(
own,
pos, oldSmoke,
dir, oldDir,
age == 8,
false,
7,
SMOKE_TIME,
0.6f,
drawTrail,
NULL,
weaponDef->visuals.texture2
);
oldSmoke = pos;
oldDir = dir;
numParts = 0;
useAirLos = tp->useAirLos;
if (!drawTrail) {
const float3 camDir = (pos - camera->GetPos()).ANormalize();
if ((camera->GetPos().distance(pos) * 0.2f + (1 - math::fabs(camDir.dot(dir))) * 3000) > 300) {
drawTrail = true;
}
}
}
UpdateInterception();
UpdateGroundBounce();
}
void CMissileProjectile::UpdateWobble() {
if (!isWobbling)
return;
if ((--wobbleTime) <= 0) {
wobbleDif = (gs->randVector() - wobbleDir) * (1.0f / 16);
wobbleTime = 16;
}
float wobbleFact = weaponDef->wobble;
if (owner() != NULL)
wobbleFact *= CUnit::ExperienceScale(owner()->limExperience, weaponDef->ownerExpAccWeight);
wobbleDir += wobbleDif;
dir = (dir + wobbleDir * wobbleFact).Normalize();
}
void CMissileProjectile::UpdateDance() {
if (!isDancing)
return;
if ((--danceTime) <= 0) {
danceMove = gs->randVector() * weaponDef->dance - danceCenter;
danceCenter += danceMove;
danceTime = 8;
}
SetPosition(pos + danceMove);
}
void CMissileProjectile::UpdateGroundBounce() {
if (luaMoveCtrl)
return;
const float4 oldSpeed = speed;
CWeaponProjectile::UpdateGroundBounce();
if (oldSpeed != speed) {
SetVelocityAndSpeed(speed);
}
}
void CMissileProjectile::Draw()
{
inArray = true;
const float age2 = (age & 7) + globalRendering->timeOffset;
unsigned char col[4];
va->EnlargeArrays(8 + (4 * numParts), 0, VA_SIZE_TC);
if (weaponDef->visuals.smokeTrail) {
const float color = 0.6f;
if (drawTrail) {
// draw the trail as a single quad
const float3 dif = (drawPos - camera->GetPos()).ANormalize();
const float3 dir1 = (dif.cross(dir)).ANormalize();
const float3 dif2 = (oldSmoke - camera->GetPos()).ANormalize();
const float3 dir2 = (dif2.cross(oldDir)).ANormalize();
const float a1 = ((1.0f / (SMOKE_TIME)) * 255) * (0.7f + math::fabs(dif.dot(dir)));
const float alpha1 = std::min(255.0f, std::max(0.0f, a1));
col[0] = (unsigned char) (color * alpha1);
col[1] = (unsigned char) (color * alpha1);
col[2] = (unsigned char) (color * alpha1);
col[3] = (unsigned char) alpha1;
unsigned char col2[4];
float a2 = (1 - float(age2) / (SMOKE_TIME)) * 255;
if (age < 8)
a2 = 0.0f;
a2 *= (0.7f + math::fabs(dif2.dot(oldDir)));
const float alpha2 = std::min(255.0f, std::max(0.0f, a2));
col2[0] = (unsigned char) (color * alpha2);
col2[1] = (unsigned char) (color * alpha2);
col2[2] = (unsigned char) (color * alpha2);
col2[3] = (unsigned char) alpha2;
const float size = 1.0f;
const float size2 = (1 + (age2 * (1 / SMOKE_TIME)) * 7);
const float txs = weaponDef->visuals.texture2->xend - (weaponDef->visuals.texture2->xend - weaponDef->visuals.texture2->xstart) * (age2 / 8.0f);
va->AddVertexQTC(drawPos - dir1 * size, txs, weaponDef->visuals.texture2->ystart, col);
va->AddVertexQTC(drawPos + dir1 * size, txs, weaponDef->visuals.texture2->yend, col);
va->AddVertexQTC(oldSmoke + dir2 * size2, weaponDef->visuals.texture2->xend, weaponDef->visuals.texture2->yend, col2);
va->AddVertexQTC(oldSmoke - dir2 * size2, weaponDef->visuals.texture2->xend, weaponDef->visuals.texture2->ystart, col2);
} else {
// draw the trail as particles
const float dist = pos.distance(oldSmoke);
const float3 dirpos1 = pos - dir * dist * 0.33f;
const float3 dirpos2 = oldSmoke + oldDir * dist * 0.33f;
for (int a = 0; a < numParts; ++a) { //! CAUTION: loop count must match EnlargeArrays above
const float alpha = 255.0f;
col[0] = (unsigned char) (color * alpha);
col[1] = (unsigned char) (color * alpha);
col[2] = (unsigned char) (color * alpha);
col[3] = (unsigned char) alpha;
const float size = (1 + (a * (1 / SMOKE_TIME)) * 7);
float3 pos1 = CalcBeizer(float(a) / (numParts), pos, dirpos1, dirpos2, oldSmoke);
#define st projectileDrawer->smoketex[0]
va->AddVertexQTC(pos1 + ( camera->up + camera->right) * size, st->xstart, st->ystart, col);
va->AddVertexQTC(pos1 + ( camera->up - camera->right) * size, st->xend, st->ystart, col);
va->AddVertexQTC(pos1 + (-camera->up - camera->right) * size, st->xend, st->ystart, col);
va->AddVertexQTC(pos1 + (-camera->up + camera->right) * size, st->xstart, st->ystart, col);
#undef st
}
}
}
// rocket flare
col[0] = 255;
col[1] = 210;
col[2] = 180;
col[3] = 1;
const float fsize = radius * 0.4f;
va->AddVertexQTC(drawPos - camera->right * fsize-camera->up * fsize, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->ystart, col);
va->AddVertexQTC(drawPos + camera->right * fsize-camera->up * fsize, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->ystart, col);
va->AddVertexQTC(drawPos + camera->right * fsize+camera->up * fsize, weaponDef->visuals.texture1->xend, weaponDef->visuals.texture1->yend, col);
va->AddVertexQTC(drawPos - camera->right * fsize+camera->up * fsize, weaponDef->visuals.texture1->xstart, weaponDef->visuals.texture1->yend, col);
}
int CMissileProjectile::ShieldRepulse(
CPlasmaRepulser* shield,
float3 shieldPos,
float shieldForce,
float shieldMaxSpeed
) {
if (luaMoveCtrl)
return 0;
if (ttl > 0) {
const float3 sdir = (pos - shieldPos).SafeNormalize();
// steer away twice as fast as we can steer toward target
float3 dif2 = sdir - dir;
const float tracking = std::max(shieldForce * 0.05f, weaponDef->turnrate * 2);
if (dif2.SqLength() < Square(tracking)) {
dir = sdir;
} else {
dif2 = (dif2 - (dir * (dif2.dot(dir)))).SafeNormalize();
dir = (dir + (dif2 * tracking)).SafeNormalize();
}
return 2;
}
return 0;
}
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