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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
/* heavily based on CobInstance.h */
#ifndef UNIT_SCRIPT_H
#define UNIT_SCRIPT_H
#include <string>
#include <vector>
#include "Rendering/Models/3DModel.h"
#include "System/creg/creg_cond.h"
class CUnit;
class CPlasmaRepulser;
class CUnitScript
{
CR_DECLARE(CUnitScript)
CR_DECLARE_SUB(AnimInfo)
public:
enum AnimType {ANone = -1, ATurn = 0, ASpin = 1, AMove = 2};
protected:
CUnit* unit;
bool busy;
struct AnimInfo {
CR_DECLARE_STRUCT(AnimInfo)
int axis;
int piece;
float speed;
float dest; // means final position when turning or moving, final speed when spinning
float accel; // used for spinning, can be negative
bool done;
bool hasWaiting;
};
typedef std::vector<AnimInfo> AnimContainerType;
typedef AnimContainerType::iterator AnimContainerTypeIt;
typedef bool(CUnitScript::*TickAnimFunc)(int, LocalModelPiece&, AnimInfo&);
AnimContainerType anims[AMove + 1];
bool hasSetSFXOccupy;
bool hasRockUnit;
bool hasStartBuilding;
bool MoveToward(float& cur, float dest, float speed);
bool TurnToward(float& cur, float dest, float speed);
bool DoSpin(float& cur, float dest, float& speed, float accel, int divisor);
AnimContainerTypeIt FindAnim(AnimType type, int piece, int axis);
void RemoveAnim(AnimType type, const AnimContainerTypeIt& animInfoIt);
void AddAnim(AnimType type, int piece, int axis, float speed, float dest, float accel);
virtual void ShowScriptError(const std::string& msg) = 0;
void ShowUnitScriptError(const std::string& msg);
public:
// subclass is responsible for populating this with script pieces
std::vector<LocalModelPiece*> pieces;
bool PieceExists(unsigned int scriptPieceNum) const {
// NOTE: there can be NULL pieces present from the remapping in CobInstance
return ((scriptPieceNum < pieces.size()) && (pieces[scriptPieceNum] != nullptr));
}
LocalModelPiece* GetScriptLocalModelPiece(unsigned int scriptPieceNum) const {
assert(PieceExists(scriptPieceNum));
return pieces[scriptPieceNum];
}
int ScriptToModel(int scriptPieceNum) const;
int ModelToScript(int lmodelPieceNum) const;
#define SCRIPT_TO_LOCALPIECE_FUNC(RetType, ScriptFunc, PieceFunc) \
RetType ScriptFunc(int scriptPieceNum) const { \
if (!PieceExists(scriptPieceNum)) \
return {}; \
LocalModelPiece* p = GetScriptLocalModelPiece(scriptPieceNum); \
return (p->PieceFunc()); \
}
SCRIPT_TO_LOCALPIECE_FUNC( float3, GetPiecePos, GetAbsolutePos )
SCRIPT_TO_LOCALPIECE_FUNC(CMatrix44f, GetPieceMatrix, GetModelSpaceMatrix)
bool GetEmitDirPos(int scriptPieceNum, float3& pos, float3& dir) const {
if (!PieceExists(scriptPieceNum))
return true;
LocalModelPiece* p = GetScriptLocalModelPiece(scriptPieceNum);
return (p->GetEmitDirPos(pos, dir));
}
public:
CUnitScript(CUnit* unit);
virtual ~CUnitScript();
bool IsBusy() const { return busy; }
CUnit* GetUnit() { return unit; }
const CUnit* GetUnit() const { return unit; }
bool Tick(int tickRate);
// note: must copy-and-set here (LMP dirty flag, etc)
bool TickMoveAnim(int tickRate, LocalModelPiece& lmp, AnimInfo& ai) { float3 pos = lmp.GetPosition(); const bool ret = MoveToward(pos[ai.axis], ai.dest, ai.speed / tickRate); lmp.SetPosition(pos); return ret; }
bool TickTurnAnim(int tickRate, LocalModelPiece& lmp, AnimInfo& ai) { float3 rot = lmp.GetRotation(); const bool ret = TurnToward(rot[ai.axis], ai.dest, ai.speed / tickRate); lmp.SetRotation(rot); return ret; }
bool TickSpinAnim(int tickRate, LocalModelPiece& lmp, AnimInfo& ai) { float3 rot = lmp.GetRotation(); const bool ret = DoSpin(rot[ai.axis], ai.dest, ai.speed, ai.accel, tickRate); lmp.SetRotation(rot); return ret; }
void TickAnims(int tickRate, const TickAnimFunc& tickAnimFunc, AnimContainerType& liveAnims, AnimContainerType& doneAnims);
// animation, used by CCobThread
void Spin(int piece, int axis, float speed, float accel);
void StopSpin(int piece, int axis, float decel);
void Turn(int piece, int axis, float speed, float destination);
void Move(int piece, int axis, float speed, float destination);
void MoveNow(int piece, int axis, float destination);
void TurnNow(int piece, int axis, float destination);
bool NeedsWait(AnimType type, int piece, int axis);
// misc, used by CCobThread and callouts for Lua unitscripts
void SetVisibility(int piece, bool visible);
bool EmitSfx(int sfxType, int sfxPiece);
bool EmitRelSFX(int sfxType, const float3& relPos, const float3& relDir);
bool EmitAbsSFX(int sfxType, const float3& absPos, const float3& absDir, const float3& relDir = FwdVector);
void AttachUnit(int piece, int unit);
void DropUnit(int unit);
void Explode(int piece, int flags);
void Shatter(int piece, const float3& pos, const float3& speed);
void ShowFlare(int piece);
int GetUnitVal(int val, int p1, int p2, int p3, int p4);
void SetUnitVal(int val, int param);
bool IsInAnimation(AnimType type, int piece, int axis) {
return (FindAnim(type, piece, axis) != anims[type].end());
}
bool HaveAnimations() const {
return (!anims[ATurn].empty() || !anims[ASpin].empty() || !anims[AMove].empty());
}
// checks for callin existence
bool HasSetSFXOccupy () const { return hasSetSFXOccupy; }
bool HasRockUnit () const { return hasRockUnit; }
bool HasStartBuilding() const { return hasStartBuilding; }
virtual bool HasBlockShot (int weaponNum) const { return false; }
virtual bool HasTargetWeight(int weaponNum) const { return false; }
// callins, called throughout sim
virtual void RawCall(int functionId) = 0;
virtual void Create() = 0;
// Killed must cause unit->deathScriptFinished and unit->delayedWreckLevel to be set!
virtual void Killed() = 0;
virtual void WindChanged(float heading, float speed) = 0;
virtual void ExtractionRateChanged(float speed) = 0;
virtual void WorldRockUnit(const float3& rockDir) = 0;
virtual void RockUnit(const float3& rockDir) = 0;
virtual void WorldHitByWeapon(const float3& hitDir, int weaponDefId, float& inoutDamage) = 0;
virtual void HitByWeapon(const float3& hitDir, int weaponDefId, float& inoutDamage) = 0;
virtual void SetSFXOccupy(int curTerrainType) = 0;
// doubles as QueryLandingPadCount and QueryLandingPad
// in COB, the first one determines the number of arguments to the second one
// in Lua, we can just count the number of return values
virtual void QueryLandingPads(std::vector<int>& out_pieces) = 0;
virtual void BeginTransport(const CUnit* unit) = 0;
virtual int QueryTransport(const CUnit* unit) = 0; // returns piece
virtual void TransportPickup(const CUnit* unit) = 0;
virtual void TransportDrop(const CUnit* unit, const float3& pos) = 0;
virtual void StartBuilding(float heading, float pitch) = 0;
virtual int QueryNanoPiece() = 0; // returns piece
virtual int QueryBuildInfo() = 0; // returns piece
virtual void Destroy() = 0;
virtual void StartMoving(bool reversing) = 0;
virtual void StopMoving() = 0;
virtual void StartSkidding(const float3&) = 0;
virtual void StopSkidding() = 0;
virtual void ChangeHeading(short deltaHeading) = 0;
virtual void StartUnload() = 0;
virtual void EndTransport() = 0;
virtual void StartBuilding() = 0;
virtual void StopBuilding() = 0;
virtual void Falling() = 0;
virtual void Landed() = 0;
virtual void Activate() = 0;
virtual void Deactivate() = 0;
virtual void MoveRate(int curRate) = 0;
virtual void FireWeapon(int weaponNum) = 0;
virtual void EndBurst(int weaponNum) = 0;
// weapon callins
virtual int QueryWeapon(int weaponNum) = 0; // returns piece, former QueryPrimary
virtual void AimWeapon(int weaponNum, float heading, float pitch) = 0;
virtual void AimShieldWeapon(CPlasmaRepulser* weapon) = 0;
virtual int AimFromWeapon(int weaponNum) = 0; // returns piece, former AimFromPrimary
virtual void Shot(int weaponNum) = 0;
virtual bool BlockShot(int weaponNum, const CUnit* targetUnit, bool userTarget) = 0; // returns whether shot should be blocked
virtual float TargetWeight(int weaponNum, const CUnit* targetUnit) = 0; // returns target weight
virtual void AnimFinished(AnimType type, int piece, int axis) = 0;
};
#endif // UNIT_SCRIPT_H
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