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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "WeaponLoader.h"
#include "WeaponMemPool.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" // Collision::*
#include "Sim/Misc/DamageArray.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/Log/ILog.h"
WeaponMemPool weaponMemPool;
void CWeaponLoader::InitStatic() { weaponMemPool.reserve(128); }
void CWeaponLoader::KillStatic() { weaponMemPool.clear(); }
void CWeaponLoader::LoadWeapons(CUnit* unit)
{
const UnitDef* unitDef = unit->unitDef;
unit->weapons.reserve(unitDef->weapons.size());
for (const UnitDefWeapon& defWeapon: unitDef->weapons) {
CWeapon* weapon = LoadWeapon(unit, defWeapon.def);
weapon->SetWeaponNum(unit->weapons.size());
unit->weapons.push_back(weapon);
}
}
void CWeaponLoader::InitWeapons(CUnit* unit)
{
const UnitDef* unitDef = unit->unitDef;
for (size_t n = 0; n < unit->weapons.size(); n++) {
InitWeapon(unit, unit->weapons[n], &unitDef->weapons[n]);
}
}
void CWeaponLoader::FreeWeapons(CUnit* unit)
{
for (CWeapon*& w: unit->weapons) {
weaponMemPool.free(w);
}
unit->weapons.clear();
}
CWeapon* CWeaponLoader::LoadWeapon(CUnit* owner, const WeaponDef* weaponDef)
{
if (weaponDef->isNulled)
return (weaponMemPool.alloc<CNoWeapon>(owner, weaponDef));
switch (weaponDef->type[0]) {
case 'C': { return (weaponMemPool.alloc<CCannon>(owner, weaponDef)); } break; // "Cannon"
case 'R': { return (weaponMemPool.alloc<CRifle >(owner, weaponDef)); } break; // "Rifle"
case 'M': {
// "Melee" or "MissileLauncher"
switch (weaponDef->type[1]) {
case 'e': { return (weaponMemPool.alloc<CMeleeWeapon >(owner, weaponDef)); } break;
case 'i': { return (weaponMemPool.alloc<CMissileLauncher>(owner, weaponDef)); } break;
}
} break;
case 'S': {
// "Shield" or "StarburstLauncher"
switch (weaponDef->type[1]) {
case 'h': { return (weaponMemPool.alloc<CPlasmaRepulser >(owner, weaponDef)); } break;
case 't': { return (weaponMemPool.alloc<CStarburstLauncher>(owner, weaponDef)); } break;
}
} break;
case 'F': { return (weaponMemPool.alloc<CFlameThrower>(owner, weaponDef )); } break; // "Flame"
case 'A': { return (weaponMemPool.alloc<CBombDropper >(owner, weaponDef, false)); } break; // "AircraftBomb"
case 'T': {
// "TorpedoLauncher"
if (owner->unitDef->canfly && !weaponDef->submissile)
return (weaponMemPool.alloc<CBombDropper>(owner, weaponDef, true));
return (weaponMemPool.alloc<CTorpedoLauncher>(owner, weaponDef));
} break;
case 'L': {
// "LaserCannon" or "LightningCannon"
switch (weaponDef->type[1]) {
case 'a': { return (weaponMemPool.alloc<CLaserCannon >(owner, weaponDef)); } break;
case 'i': { return (weaponMemPool.alloc<CLightningCannon>(owner, weaponDef)); } break;
}
} break;
case 'B': { return (weaponMemPool.alloc<CBeamLaser>(owner, weaponDef)); } break; // "BeamLaser"
case 'E': { return (weaponMemPool.alloc<CEmgCannon>(owner, weaponDef)); } break; // "EmgCannon"
case 'D': {
// "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
return (weaponMemPool.alloc<CDGunWeapon>(owner, weaponDef));
} break;
default: {} break;
}
LOG_L(L_ERROR, "[%s] unit \"%s\" has unknown weapon-type \"%s\", using NoWeapon", __func__, owner->unitDef->name.c_str(), weaponDef->type.c_str());
return (weaponMemPool.alloc<CNoWeapon>(owner, weaponDef));
}
void 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;
// TODO?
// weapon->dryHitSoundId = weaponDef->hitSound.getID(0);
// weapon->wetHitSoundId = weaponDef->hitSound.getID(1);
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;
weapon->avoidFlags |= (Collision::NONEUTRALS * (!weaponDef->avoidNeutral));
weapon->avoidFlags |= (Collision::NOFRIENDLIES * (!weaponDef->avoidFriendly));
weapon->avoidFlags |= (Collision::NOFEATURES * (!weaponDef->avoidFeature));
weapon->avoidFlags |= (Collision::NOGROUND * (!weaponDef->avoidGround));
weapon->damages = DynDamageArray::IncRef(&weaponDef->damages);
// store availability of {Query,AimFrom}Weapon script functions, etc
weapon->Init();
weapon->UpdateRange(weaponDef->range);
owner->maxRange = std::max(weapon->range, owner->maxRange);
}
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