File: WeaponDef.h

package info (click to toggle)
spring 104.0%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 47,512 kB
  • sloc: cpp: 391,093; ansic: 79,943; python: 12,356; java: 12,201; awk: 5,889; sh: 1,826; xml: 655; makefile: 486; perl: 405; php: 211; objc: 194; sed: 2
file content (289 lines) | stat: -rw-r--r-- 9,709 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef _WEAPON_DEF_H
#define _WEAPON_DEF_H

#include "Sim/Misc/DamageArray.h"
#include "Sim/Misc/GuiSoundSet.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileTypes.h"
#include "System/float4.h"
#include "System/UnorderedMap.hpp"

struct AtlasedTexture;
class CColorMap;
struct S3DModel;
class LuaTable;

struct WeaponDef
{
public:
	WeaponDef();
	WeaponDef(const LuaTable& wdTable, const std::string& name, int id);

	S3DModel* LoadModel();
	S3DModel* LoadModel() const;

	bool IsAircraftWeapon() const {
		switch (projectileType) {
			case WEAPON_TORPEDO_PROJECTILE:   { return (                 true); } break;
			case WEAPON_EXPLOSIVE_PROJECTILE: { return (defInterceptType == 8); } break;
			default: {} break;
		}
		return false;
	}

	bool IsHitScanWeapon() const {
		switch (projectileType) {
			case WEAPON_BEAMLASER_PROJECTILE:      { return true; } break;
			case WEAPON_LARGEBEAMLASER_PROJECTILE: { return true; } break;
			case WEAPON_LIGHTNING_PROJECTILE:      { return true; } break;
			default: {} break;
		}

		return false;
	}

public:
	std::string name;
	std::string type;
	std::string description;

	unsigned int ptrailExplosionGeneratorID; // must be custom, defined by ptrailExpGenTag
	unsigned int impactExplosionGeneratorID; // can be NULL for default explosions
	unsigned int bounceExplosionGeneratorID; // called when a projectile bounces

	GuiSoundSet fireSound;
	GuiSoundSet hitSound;

	float range;
	float heightmod;
	float accuracy;            ///< INaccuracy (!) of whole burst
	float sprayAngle;          ///< INaccuracy of individual shots inside burst
	float movingAccuracy;      ///< INaccuracy (!) while owner moving
	float ownerExpAccWeight;   ///< if 0, accuracy is not increased with owner experience (max. 1)
	float targetMoveError;     ///< fraction of targets move speed that is used as error offset
	float leadLimit;           ///< maximum distance the weapon will lead the target
	float leadBonus;           ///< factor for increasing the leadLimit with experience
	float predictBoost;        ///< replaces hardcoded behaviour for burnblow cannons

	DynDamageArray damages;

	float fireStarter;
	bool noSelfDamage;
	float size;
	float sizeGrowth;
	float collisionSize;

	int salvosize;
	float salvodelay;
	float reload;
	float beamtime;
	bool beamburst;

	bool waterBounce;
	bool groundBounce;
	float bounceRebound;
	float bounceSlip;
	int numBounce;

	float maxAngle;
	float maxFireAngle;

	float uptime;
	int flighttime;

	float metalcost;
	float energycost;

	int projectilespershot;

	int id;
	int tdfId;                  ///< the id= tag in the tdf

	bool isNulled;
	bool turret;
	bool onlyForward;
	bool allowNonBlockingAim;
	bool fixedLauncher;
	bool waterweapon;           ///< can target underwater objects/positions if true
	bool fireSubmersed;         ///< can fire even when underwater if true
	bool submissile;            ///< Lets a torpedo travel above water like it does below water
	bool tracks;
	bool paralyzer;             ///< weapon will only paralyze not do real damage
	bool impactOnly;            ///< The weapon damages by impacting, not by exploding

	bool noAutoTarget;          ///< cant target stuff (for antinuke,dgun)
	bool manualfire;            ///< if true, slave us to the ManualFire button

	bool sweepFire;
	bool canAttackGround;

	bool interceptSolo;
	int interceptor;            ///< if >= 1, weapon will fire at any interceptable projectiles
	int targetable;             ///< nuke (can be shot by interceptor)
	bool stockpile;
	float coverageRange;        ///< range of anti nuke

	float stockpileTime;        ///< builtime of a missile

	///< determines alpha-fading for BeamLasers (UNSYNCED);
	///< combines with falloffRate for Lasers to determine
	///< when projectile should be deleted (SYNCED) instead
	///< of TTL
	float intensity;
	float falloffRate;
	float duration;
	int beamLaserTTL;

	bool soundTrigger;

	bool selfExplode;
	bool gravityAffected;
	int highTrajectory;              ///< Per-weapon high traj setting, 0=low, 1=high, 2=unit
	float myGravity;
	bool noExplode;
	float startvelocity;
	float weaponacceleration;
	float turnrate;

	float projectilespeed;

	float wobble;                    ///< how much the missile will wobble around its course
	float dance;                     ///< how much the missile will dance
	float trajectoryHeight;          ///< how high trajectory missiles will try to fly in

	bool largeBeamLaser;             // whether a BeamLaser should spawn LargeBeamLaserProjectile's or regular ones
	bool laserHardStop;              // whether the shot should fade out or stop and contract at max-range (applies to LaserCannons only)

	bool isShield;                   // if the weapon is a shield rather than a weapon //FIXME REMOVE! (this information is/should be saved in the weapontype)
	bool shieldRepulser;             // if the weapon should be repulsed or absorbed
	bool smartShield;                // only affect enemy projectiles
	bool exteriorShield;             // only affect stuff coming from outside shield radius
	bool visibleShield;              // if the shield should be graphically shown
	bool visibleShieldRepulse;       // if a small graphic should be shown at each repulse
	int  visibleShieldHitFrames;     // number of frames to draw the shield after it has been hit
	float shieldEnergyUse;           // energy use per shot or per second depending on projectile
	float shieldRadius;              // size of shielded area
	float shieldForce;               // shield acceleration on plasma stuff
	float shieldMaxSpeed;            // max speed shield can repulse plasma like weapons with
	float shieldPower;               // how much damage the shield can reflect (0=infinite)
	float shieldPowerRegen;          // how fast the power regenerates per second
	float shieldPowerRegenEnergy;    // how much energy is needed to regenerate power per second
	float shieldStartingPower;       // how much power the shield has when first created
	int   shieldRechargeDelay;       // number of frames to delay recharging by after each hit
	float4 shieldGoodColor;          // color when shield at full power
	float4 shieldBadColor;           // color when shield is empty
	float shieldAlpha;               // shield alpha value
	int shieldArmorType;             // armor type for the damage table
	std::string shieldArmorTypeName; // name of the armor type

	unsigned int shieldInterceptType;      // type of shield (bitfield)
	unsigned int interceptedByShieldType;  // weapon can be affected by shields where (shieldInterceptType & interceptedByShieldType) is not zero
	unsigned int defInterceptType;

	bool avoidFriendly;     // if true, try to avoid friendly units while aiming
	bool avoidFeature;      // if true, try to avoid features while aiming
	bool avoidNeutral;      // if true, try to avoid neutral units while aiming
	bool avoidGround;       // if true, try to avoid ground while aiming
	/**
	 * If nonzero, targetting units will TryTarget at the edge of collision sphere
	 * (radius*tag value, [-1;1]) instead of its centre.
	 */
	float targetBorder;
	/**
	 * If greater than 0, the range will be checked in a cylinder
	 * (height=range*cylinderTargeting) instead of a sphere.
	 */
	float cylinderTargeting;
	/**
	 * For beam-lasers only - always hit with some minimum intensity
	 * (a damage coefficient normally dependent on distance).
	 * Do not confuse this with the intensity tag, it i completely unrelated.
	 */
	float minIntensity;
	/**
	 * Controls cannon range height boost.
	 *
	 * default: -1: automatically calculate a more or less sane value
	 */
	float heightBoostFactor;
	float proximityPriority;     // multiplier for the distance to the target for priority calculations

	unsigned int projectileType;
	unsigned int collisionFlags;

	float cameraShake;

	spring::unordered_map<std::string, std::string> customParams;

	struct Visuals {
		Visuals()
			: color(ZeroVector)
			, color2(ZeroVector)
			, model(NULL)
			, colorMap(NULL)
			, explosionScar(true)
			, smokeTrail(false)
			, texture1(NULL)
			, texture2(NULL)
			, texture3(NULL)
			, texture4(NULL)
			, tilelength(0.0f)
			, scrollspeed(0.0f)
			, pulseSpeed(0.0f)
			, laserflaresize(0.0f)
			, thickness(0.0f)
			, corethickness(0.0f)
			, lodDistance(0)
			, beamdecay(0.0f)
			, stages(0)
			, alphaDecay(0.0f)
			, sizeDecay(0.0f)
			, separation(0.0f)
			, noGap(true)
			, alwaysVisible(true)
		{}

		float3 color;
		float3 color2;

		S3DModel* model;
		std::string modelName;
		std::string texNames[4];
		std::string ptrailExpGenTag; ///< tag of CEG that projectiles fired by this weapon should use during flight
		std::string impactExpGenTag; ///< tag of CEG that projectiles fired by this weapon should use on impact
		std::string bounceExpGenTag; ///< tag of CEG that projectiles fired by this weapon should use when bouncing
		CColorMap* colorMap;

		/// TODO: make the scar-type configurable
		bool explosionScar;
		bool smokeTrail;

		AtlasedTexture* texture1;
		AtlasedTexture* texture2;
		AtlasedTexture* texture3;
		AtlasedTexture* texture4;
		float tilelength;
		float scrollspeed;
		float pulseSpeed;
		float laserflaresize;
		float thickness;
		float corethickness;
		int   lodDistance;
		float beamdecay;

		int stages;
		float alphaDecay;
		float sizeDecay;
		float separation;
		bool noGap;
		bool alwaysVisible;
	};
	Visuals visuals;

private:
	void ParseWeaponSounds(const LuaTable& wdTable);
	void LoadSound(const LuaTable& wdTable, const std::string& soundKey, const unsigned int soundIdx, std::vector<GuiSoundSet::Data>& soundData);
};

#endif // _WEAPON_DEF_H