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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MissileLauncher.h"
#include "WeaponDef.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
CR_BIND_DERIVED(CMissileLauncher, CWeapon, (NULL, NULL))
CR_REG_METADATA(CMissileLauncher,(
CR_RESERVED(8)
))
CMissileLauncher::CMissileLauncher(CUnit* owner, const WeaponDef* def): CWeapon(owner, def)
{
}
void CMissileLauncher::Update()
{
if (targetType != Target_None) {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
if (!onlyForward) {
wantedDir = targetPos - weaponPos;
predict = wantedDir.LengthNormalize() / projectileSpeed;
if (weaponDef->trajectoryHeight > 0.0f) {
wantedDir.y += weaponDef->trajectoryHeight;
wantedDir.Normalize();
}
}
}
CWeapon::Update();
}
void CMissileLauncher::FireImpl(bool scriptCall)
{
float3 dir = targetPos - weaponMuzzlePos;
const float dist = dir.LengthNormalize();
if (onlyForward) {
dir = owner->frontdir;
} else if (weaponDef->fixedLauncher) {
dir = weaponDir;
} else if (weaponDef->trajectoryHeight > 0.0f) {
dir.y += weaponDef->trajectoryHeight;
dir.Normalize();
}
dir += (gs->randVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.Normalize();
float3 startSpeed = dir * weaponDef->startvelocity;
// NOTE: why only for SAMT units?
if (onlyForward && owner->unitDef->IsStrafingAirUnit())
startSpeed += owner->speed;
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.end = targetPos;
params.speed = startSpeed;
params.ttl = weaponDef->flighttime == 0? std::ceil(std::max(dist, range) / projectileSpeed + 25 * weaponDef->selfExplode): weaponDef->flighttime;
WeaponProjectileFactory::LoadProjectile(params);
}
bool CMissileLauncher::HaveFreeLineOfFire(const float3& pos, bool userTarget, const CUnit* unit) const
{
// do a different test depending on if the missile has high
// trajectory (parabolic vs. linear ground intersection)
if (weaponDef->trajectoryHeight <= 0.0f)
return CWeapon::HaveFreeLineOfFire(pos, userTarget, unit);
float3 dir(pos - weaponMuzzlePos);
float3 flatDir(dir.x, 0, dir.z);
dir.SafeNormalize();
float flatLength = flatDir.Length();
if (flatLength == 0)
return true;
flatDir /= flatLength;
const float linear = dir.y + weaponDef->trajectoryHeight;
const float quadratic = -weaponDef->trajectoryHeight / flatLength;
const float groundDist = ((avoidFlags & Collision::NOGROUND) == 0)?
CGround::TrajectoryGroundCol(weaponMuzzlePos, flatDir, flatLength, linear, quadratic):
-1.0f;
if (groundDist > 0.0f)
return false;
if (TraceRay::TestTrajectoryCone(weaponMuzzlePos, flatDir, flatLength,
linear, quadratic, 0, owner->allyteam, avoidFlags, owner)) {
return false;
}
return true;
}
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