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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/GameHelper.h"
#include "Rendering/Colors.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/ProjectileParams.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "Sim/Features/Feature.h"
#include "Sim/Units/Unit.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Map/Ground.h"
#include "System/Matrix44f.h"
CR_BIND_DERIVED(CWeaponProjectile, CProjectile, )
CR_REG_METADATA(CWeaponProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(targeted),
CR_IGNORED(weaponDef), //PostLoad
CR_MEMBER(target),
CR_MEMBER(targetPos),
CR_MEMBER(startPos),
CR_MEMBER(ttl),
CR_MEMBER(bounces),
CR_MEMBER(weaponDefID),
CR_POSTLOAD(PostLoad)
))
CWeaponProjectile::CWeaponProjectile(): CProjectile()
, weaponDef(NULL)
, target(NULL)
, weaponDefID(0)
, ttl(0)
, bounces(0)
, targeted(false)
{
}
CWeaponProjectile::CWeaponProjectile(const ProjectileParams& params)
: CProjectile(params.pos, params.speed, params.owner, true, true, false, (params.weaponDef)->IsHitScanWeapon())
, weaponDef(params.weaponDef)
, target(params.target)
, weaponDefID(-1u)
, ttl(params.ttl)
, bounces(0)
, targeted(false)
, startPos(params.pos)
, targetPos(params.end)
{
projectileType = WEAPON_BASE_PROJECTILE;
if (weaponDef->IsHitScanWeapon()) {
// the else-case (default) is handled in CProjectile::Init
//
// ray projectiles must all set this to false because their collision
// detection is handled by the weapons firing them, ProjectileHandler
// will skip any tests for these
checkCol = false;
// type has not yet been set by derived ctor's at this point
// useAirLos = (projectileType != WEAPON_LIGHTNING_PROJECTILE);
useAirLos = true;
// NOTE:
// {BeamLaser, Lightning}Projectile's do NOT actually move (their
// speed is never added to pos) and never alter their speed either
// they additionally override our ::Update (so CProjectile::Update
// is also never called) which means assigning speed a non-zerovec
// value should have no side-effects
SetPosition(startPos);
SetVelocityAndSpeed(targetPos - startPos);
// ProjectileDrawer vis-culls by pos == startPos, but we
// want to see the beam even if camera is near targetPos
// --> use full distance for drawRadius
SetRadiusAndHeight((targetPos - startPos).Length(), 0.0f);
}
collisionFlags = weaponDef->collisionFlags;
weaponDefID = params.weaponDef->id;
alwaysVisible = weaponDef->visuals.alwaysVisible;
ignoreWater = weaponDef->waterweapon;
CSolidObject* so = NULL;
CWeaponProjectile* po = NULL;
if ((so = dynamic_cast<CSolidObject*>(target)) != NULL) {
AddDeathDependence(so, DEPENDENCE_WEAPONTARGET);
}
if ((po = dynamic_cast<CWeaponProjectile*>(target)) != NULL) {
po->SetBeingIntercepted(po->IsBeingIntercepted() || weaponDef->interceptSolo);
AddDeathDependence(po, DEPENDENCE_INTERCEPTTARGET);
}
if (params.model != NULL) {
model = params.model;
} else {
model = weaponDef->LoadModel();
}
if (params.owner == NULL) {
// the else-case (default) is handled in CProjectile::Init
ownerID = params.ownerID;
teamID = params.teamID;
}
if (params.cegID != -1u) {
cegID = params.cegID;
} else {
cegID = weaponDef->ptrailExplosionGeneratorID;
}
// must happen after setting position and velocity
projectileHandler->AddProjectile(this);
quadField->AddProjectile(this);
ASSERT_SYNCED(id);
if (weaponDef->interceptedByShieldType) {
// this needs a valid projectile id set
assert(id >= 0);
interceptHandler.AddShieldInterceptableProjectile(this);
}
if (weaponDef->targetable) {
interceptHandler.AddInterceptTarget(this, targetPos);
}
}
void CWeaponProjectile::Explode(
CUnit* hitUnit,
CFeature* hitFeature,
float3 impactPos,
float3 impactDir
) {
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(weaponDef, startPos, impactPos);
const CGameHelper::ExplosionParams params = {
impactPos,
impactDir.SafeNormalize(),
damageArray,
weaponDef,
owner(),
hitUnit,
hitFeature,
weaponDef->craterAreaOfEffect,
weaponDef->damageAreaOfEffect,
weaponDef->edgeEffectiveness,
weaponDef->explosionSpeed,
weaponDef->noExplode? 0.3f: 1.0f, // gfxMod
weaponDef->impactOnly,
weaponDef->noExplode || weaponDef->noSelfDamage, // ignoreOwner
true, // damgeGround
static_cast<unsigned int>(id)
};
helper->Explosion(params);
if (!weaponDef->noExplode || TraveledRange()) {
// remove ourselves from the simulation (otherwise
// keep traveling and generating more explosions)
CProjectile::Collision();
}
}
void CWeaponProjectile::Collision()
{
Collision((CFeature*) NULL);
}
void CWeaponProjectile::Collision(CFeature* feature)
{
float3 impactPos = pos;
float3 impactDir = speed;
if (feature != NULL) {
if (hitscan) {
impactPos = feature->pos;
impactDir = targetPos - startPos;
}
if (gs->randFloat() < weaponDef->fireStarter) {
feature->StartFire();
}
} else {
if (hitscan) {
impactPos = targetPos;
impactDir = targetPos - startPos;
}
}
Explode(NULL, feature, impactPos, impactDir);
}
void CWeaponProjectile::Collision(CUnit* unit)
{
float3 impactPos = pos;
float3 impactDir = speed;
if (unit != NULL) {
if (hitscan) {
impactPos = unit->pos;
impactDir = targetPos - startPos;
}
} else {
assert(false);
}
Explode(unit, NULL, impactPos, impactDir);
}
void CWeaponProjectile::Update()
{
CProjectile::Update();
UpdateGroundBounce();
UpdateInterception();
}
void CWeaponProjectile::UpdateInterception()
{
if (target == NULL)
return;
CWeaponProjectile* po = dynamic_cast<CWeaponProjectile*>(target);
if (po == NULL)
return;
// we are the interceptor, point us toward the interceptee pos each frame
// (normally not needed, subclasses handle it directly in their Update()'s
// *until* our owner dies)
if (owner() == NULL) {
targetPos = po->pos + po->speed;
}
if (hitscan) {
if (ClosestPointOnLine(startPos, targetPos, po->pos).SqDistance(po->pos) < Square(weaponDef->collisionSize)) {
po->Collision();
Collision();
}
} else {
// FIXME: if (pos.SqDistance(po->pos) < Square(weaponDef->collisionSize)) {
if (pos.SqDistance(po->pos) < Square(weaponDef->damageAreaOfEffect)) {
po->Collision();
Collision();
}
}
}
void CWeaponProjectile::UpdateGroundBounce()
{
// projectile is not allowed to bounce on either surface
if (!weaponDef->groundBounce && !weaponDef->waterBounce)
return;
// max bounce already reached?
if ((bounces + 1) > weaponDef->numBounce)
return;
if (luaMoveCtrl)
return;
if (ttl <= 0)
return;
// water or ground bounce?
float3 normal;
bool bounced = false;
const float distWaterHit = (pos.y > 0.0f && speed.y < 0.0f) ? (pos.y / -speed.y) : -1.0f;
const bool intersectWater = (distWaterHit >= 0.0f) && (distWaterHit <= 1.0f);
if (intersectWater && weaponDef->waterBounce) {
pos += speed * distWaterHit;
pos.y = 0.5f;
normal = CGround::GetNormalAboveWater(pos.x, pos.z);
bounced = true;
} else {
const float distGroundHit = CGround::LineGroundCol(pos, pos + speed); //TODO use traj one for traj weapons?
const bool intersectGround = (distGroundHit >= 0.0f);
if (intersectGround && weaponDef->groundBounce) {
static const float dontTouchSurface = 0.99f;
pos += dir * distGroundHit * dontTouchSurface;
normal = CGround::GetNormal(pos.x, pos.z);
bounced = true;
}
}
if (!bounced)
return;
// spawn CEG before bouncing, otherwise we might be too
// far up in the air if it has the (under)water flag set
explGenHandler->GenExplosion(weaponDef->bounceExplosionGeneratorID, pos, normal, speed.w, 1.0f, 1.0f, owner(), NULL);
++bounces;
const float dot = math::fabs(speed.dot(normal));
CWorldObject::SetVelocity(speed - (speed + normal * dot) * (1 - weaponDef->bounceSlip ));
CWorldObject::SetVelocity( speed + normal * dot * (1 + weaponDef->bounceRebound));
SetVelocityAndSpeed(speed);
}
bool CWeaponProjectile::TraveledRange() const
{
return ((pos - startPos).SqLength() > (weaponDef->range * weaponDef->range));
}
void CWeaponProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
points.AddVertexQC(pos, color4::yellow);
}
void CWeaponProjectile::DependentDied(CObject* o)
{
if (o == target) {
target = NULL;
}
}
void CWeaponProjectile::PostLoad()
{
weaponDef = weaponDefHandler->GetWeaponDefByID(weaponDefID);
model = weaponDef->LoadModel();
}
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