Ykkrosh
41ad5bd965
Make 'delete' command kill the unit instead of destroying it. Make projectiles vanish after a timeout. Fix projectile landing positions with low framerates. This was SVN commit r7837.
180 lines
5.7 KiB
C++
180 lines
5.7 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpDecay.h"
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#include "simulation2/MessageTypes.h"
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#include "ICmpPosition.h"
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#include "ICmpTerrain.h"
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#include "ICmpVisual.h"
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/**
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* Fairly basic decay implementation, for units and buildings etc.
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* The decaying entity remains stationary for some time period, then falls downwards
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* with some initial speed and some acceleration, until it has fully sunk.
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* The sinking depth is determined from the actor's bounding box and the terrain.
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*
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* This currently doesn't work with entities whose ICmpPosition has an initial Y offset.
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*
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* This isn't very efficient (we'll store data and iterate every frame for every entity,
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* not just for corpse entities) - it could be designed more optimally if that's a real problem.
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*
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* Eventually we might want to adjust the decay rate based on user configuration (low-spec
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* machines could have fewer corpses), number of corpses, etc.
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*
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* Must not be used on network-synchronised entities, unless \<Inactive\> is present.
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*/
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class CCmpDecay : public ICmpDecay
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Interpolate);
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}
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DEFAULT_COMPONENT_ALLOCATOR(Decay)
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bool m_Active;
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float m_DelayTime;
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float m_SinkRate;
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float m_SinkAccel;
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float m_CurrentTime;
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float m_TotalSinkDepth; // distance we need to sink (derived from bounding box), or -1 if undetermined
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static std::string GetSchema()
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{
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return
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"<element name='DelayTime' a:help='Time to wait before starting to sink, in seconds'>"
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"<ref name='nonNegativeDecimal'/>"
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"</element>"
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"<element name='SinkRate' a:help='Initial rate of sinking, in metres per second'>"
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"<ref name='nonNegativeDecimal'/>"
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"</element>"
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"<element name='SinkAccel' a:help='Acceleration rate of sinking, in metres per second per second'>"
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"<ref name='nonNegativeDecimal'/>"
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"</element>"
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"<optional>"
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"<element name='Inactive' a:help='If this element is present, the entity will not do any decaying'>"
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"<empty/>"
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"</element>"
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"</optional>";
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}
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virtual void Init(const CSimContext& UNUSED(context), const CParamNode& paramNode)
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{
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m_Active = !paramNode.GetChild("Inactive").IsOk();
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m_DelayTime = paramNode.GetChild("DelayTime").ToFixed().ToFloat();
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m_SinkRate = paramNode.GetChild("SinkRate").ToFixed().ToFloat();
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m_SinkAccel = paramNode.GetChild("SinkAccel").ToFixed().ToFloat();
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m_CurrentTime = 0.f;
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m_TotalSinkDepth = -1.f;
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// Detect unsafe misconfiguration
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if (m_Active && !ENTITY_IS_LOCAL(GetEntityId()))
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{
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debug_warn(L"CCmpDecay must not be used on non-local (network-synchronised) entities");
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m_Active = false;
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}
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// This component isn't network-synchronised, so don't serialize anything
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(context, paramNode);
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}
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virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Interpolate:
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{
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if (!m_Active)
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break;
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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{
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// If there's no position (this usually shouldn't happen), destroy the unit immediately
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GetSimContext().GetComponentManager().DestroyComponentsSoon(GetEntityId());
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break;
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}
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// Compute the depth the first time this is called
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// (This is a bit of an ugly place to do it but at least we'll be sure
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// the actor component was loaded already)
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if (m_TotalSinkDepth < 0.f)
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{
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m_TotalSinkDepth = 1.f; // minimum so we always sink at least a little
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CmpPtr<ICmpVisual> cmpVisual(GetSimContext(), GetEntityId());
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if (!cmpVisual.null())
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{
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CBound bound = cmpVisual->GetBounds();
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m_TotalSinkDepth = std::max(m_TotalSinkDepth, bound[1].Y - bound[0].Y);
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}
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// If this is a floating unit, we want it to sink all the way under the terrain,
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// so find the difference between its current position and the terrain
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CFixedVector3D pos = cmpPosition->GetPosition();
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CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
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if (!cmpTerrain.null())
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{
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fixed ground = cmpTerrain->GetGroundLevel(pos.X, pos.Z);
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m_TotalSinkDepth += std::max(0.f, (pos.Y - ground).ToFloat());
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}
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}
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m_CurrentTime += msgData.frameTime;
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if (m_CurrentTime > m_DelayTime)
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{
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float t = m_CurrentTime - m_DelayTime;
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float depth = (m_SinkRate * t) + (m_SinkAccel * t * t);
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cmpPosition->SetHeightOffset(entity_pos_t::FromFloat(-depth));
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if (depth > m_TotalSinkDepth)
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GetSimContext().GetComponentManager().DestroyComponentsSoon(GetEntityId());
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}
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break;
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}
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}
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}
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};
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REGISTER_COMPONENT_TYPE(Decay)
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