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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "WeaponLoader.h"
#include "WeaponDef.h"
#include "BeamLaser.h"
#include "BombDropper.h"
#include "Cannon.h"
#include "DGunWeapon.h"
#include "EmgCannon.h"
#include "FlameThrower.h"
#include "LaserCannon.h"
#include "LightningCannon.h"
#include "MeleeWeapon.h"
#include "MissileLauncher.h"
#include "NoWeapon.h"
#include "PlasmaRepulser.h"
#include "Rifle.h"
#include "StarburstLauncher.h"
#include "TorpedoLauncher.h"
#include "Game/TraceRay.h"
#include "Sim/Misc/DamageArray.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/Exceptions.h"
#include "System/Util.h"
#include "System/Log/ILog.h"
CWeaponLoader* CWeaponLoader::GetInstance()
{
static CWeaponLoader instance;
return &instance;
}
void CWeaponLoader::LoadWeapons(CUnit* unit)
{
const UnitDef* unitDef = unit->unitDef;
std::vector<CWeapon*>& weapons = unit->weapons;
const std::vector<UnitDefWeapon>& defWeapons = unitDef->weapons;
weapons.reserve(defWeapons.size());
for (const UnitDefWeapon& defWeapon: defWeapons) {
CWeapon* weapon = LoadWeapon(unit, &defWeapon);
weapons.push_back(InitWeapon(unit, weapon, &defWeapon));
unit->maxRange = std::max(weapon->range, unit->maxRange);
}
}
CWeapon* CWeaponLoader::LoadWeapon(CUnit* owner, const UnitDefWeapon* defWeapon)
{
CWeapon* weapon = NULL;
const WeaponDef* weaponDef = defWeapon->def;
const std::string& weaponType = weaponDef->type;
if (StringToLower(weaponDef->name) == "noweapon") {
weapon = new CNoWeapon(owner, weaponDef);
} else if (weaponType == "Cannon") {
weapon = new CCannon(owner, weaponDef);
} else if (weaponType == "Rifle") {
weapon = new CRifle(owner, weaponDef);
} else if (weaponType == "Melee") {
weapon = new CMeleeWeapon(owner, weaponDef);
} else if (weaponType == "Shield") {
weapon = new CPlasmaRepulser(owner, weaponDef);
} else if (weaponType == "Flame") {
weapon = new CFlameThrower(owner, weaponDef);
} else if (weaponType == "MissileLauncher") {
weapon = new CMissileLauncher(owner, weaponDef);
} else if (weaponType == "AircraftBomb") {
weapon = new CBombDropper(owner, weaponDef, false);
} else if (weaponType == "TorpedoLauncher") {
if (owner->unitDef->canfly && !weaponDef->submissile) {
weapon = new CBombDropper(owner, weaponDef, true);
} else {
weapon = new CTorpedoLauncher(owner, weaponDef);
}
} else if (weaponType == "LaserCannon") {
weapon = new CLaserCannon(owner, weaponDef);
} else if (weaponType == "BeamLaser") {
weapon = new CBeamLaser(owner, weaponDef);
} else if (weaponType == "LightningCannon") {
weapon = new CLightningCannon(owner, weaponDef);
} else if (weaponType == "EmgCannon") {
weapon = new CEmgCannon(owner, weaponDef);
} else if (weaponType == "DGun") {
// NOTE: no special connection to UnitDef::canManualFire
// (any type of weapon may be slaved to the button which
// controls manual firing) or the CMD_MANUALFIRE command
weapon = new CDGunWeapon(owner, weaponDef);
} else if (weaponType == "StarburstLauncher") {
weapon = new CStarburstLauncher(owner, weaponDef);
} else {
weapon = new CNoWeapon(owner, weaponDef);
LOG_L(L_ERROR, "weapon-type %s unknown, using noweapon", weaponType.c_str());
}
return weapon;
}
CWeapon* CWeaponLoader::InitWeapon(CUnit* owner, CWeapon* weapon, const UnitDefWeapon* defWeapon)
{
const WeaponDef* weaponDef = defWeapon->def;
weapon->reloadTime = std::max(1, int(weaponDef->reload * GAME_SPEED));
weapon->projectileSpeed = weaponDef->projectilespeed;
weapon->accuracyError = weaponDef->accuracy;
weapon->sprayAngle = weaponDef->sprayAngle;
weapon->salvoSize = weaponDef->salvosize;
weapon->salvoDelay = int(weaponDef->salvodelay * GAME_SPEED);
weapon->projectilesPerShot = weaponDef->projectilespershot;
weapon->fireSoundId = weaponDef->fireSound.getID(0);
weapon->fireSoundVolume = weaponDef->fireSound.getVolume(0);
weapon->onlyForward = weaponDef->onlyForward;
weapon->maxForwardAngleDif = math::cos(weaponDef->maxAngle);
weapon->maxMainDirAngleDif = defWeapon->maxMainDirAngleDif;
weapon->mainDir = defWeapon->mainDir;
weapon->badTargetCategory = defWeapon->badTargetCat;
weapon->onlyTargetCategory = defWeapon->onlyTargetCat;
// can only slave to an already-loaded weapon
if (defWeapon->slavedTo > 0 && defWeapon->slavedTo <= owner->weapons.size()) {
weapon->slavedTo = owner->weapons[defWeapon->slavedTo - 1];
}
weapon->heightBoostFactor = weaponDef->heightBoostFactor;
weapon->collisionFlags = weaponDef->collisionFlags;
if (!weaponDef->avoidNeutral) weapon->avoidFlags |= Collision::NONEUTRALS;
if (!weaponDef->avoidFriendly) weapon->avoidFlags |= Collision::NOFRIENDLIES;
if (!weaponDef->avoidFeature) weapon->avoidFlags |= Collision::NOFEATURES;
if (!weaponDef->avoidGround) weapon->avoidFlags |= Collision::NOGROUND;
weapon->damages = DynDamageArray::IncRef(&weaponDef->damages);
weapon->SetWeaponNum(owner->weapons.size());
weapon->Init();
weapon->UpdateRange(weaponDef->range);
return weapon;
}
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