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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 "Sim/Misc/GlobalConstants.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
#define DEG2RAD(a) ((a) * (3.141592653f / 180.0f))
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 (unsigned int i = 0; i < defWeapons.size(); i++) {
const UnitDefWeapon* defWeapon = &defWeapons[i];
CWeapon* weapon = LoadWeapon(unit, defWeapon);
weapons.push_back(InitWeapon(unit, weapon, defWeapon));
}
}
CWeapon* CWeaponLoader::LoadWeapon(CUnit* owner, const UnitDefWeapon* defWeapon)
{
CWeapon* weapon = NULL;
const WeaponDef* weaponDef = defWeapon->def;
const std::string& weaponType = weaponDef->type;
if (weaponType == "Cannon") {
CCannon* cannon = new CCannon(owner);
cannon->selfExplode = weaponDef->selfExplode;
weapon = cannon;
} else if (weaponType == "Rifle") {
weapon = new CRifle(owner);
} else if (weaponType == "Melee") {
weapon = new CMeleeWeapon(owner);
} else if (weaponType == "AircraftBomb") {
weapon = new CBombDropper(owner, false);
} else if (weaponType == "Shield") {
weapon = new CPlasmaRepulser(owner);
} else if (weaponType == "Flame") {
weapon = new CFlameThrower(owner);
} else if (weaponType == "MissileLauncher") {
weapon = new CMissileLauncher(owner);
} else if (weaponType == "TorpedoLauncher") {
if (owner->unitDef->canfly && !weaponDef->submissile) {
CBombDropper* bombDropper = new CBombDropper(owner, true);
if (weaponDef->tracks)
bombDropper->tracking = weaponDef->turnrate;
bombDropper->bombMoveRange = weaponDef->range;
weapon = bombDropper;
} else {
CTorpedoLauncher* torpLauncher = new CTorpedoLauncher(owner);
if (weaponDef->tracks)
torpLauncher->tracking = weaponDef->turnrate;
weapon = torpLauncher;
}
} else if (weaponType == "LaserCannon") {
CLaserCannon* laserCannon = new CLaserCannon(owner);
laserCannon->color = weaponDef->visuals.color;
weapon = laserCannon;
} else if (weaponType == "BeamLaser") {
CBeamLaser* beamLaser = new CBeamLaser(owner);
beamLaser->color = weaponDef->visuals.color;
weapon = beamLaser;
} else if (weaponType == "LightningCannon") {
CLightningCannon* lightningCannon = new CLightningCannon(owner);
lightningCannon->color = weaponDef->visuals.color;
weapon = lightningCannon;
} else if (weaponType == "EmgCannon") {
weapon = new CEmgCannon(owner);
} 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);
} else if (weaponType == "StarburstLauncher") {
CStarburstLauncher* vLauncher = new CStarburstLauncher(owner);
vLauncher->tracking = weaponDef->tracks? weaponDef->turnrate: 0;
vLauncher->uptime = weaponDef->uptime * GAME_SPEED;
weapon = vLauncher;
} else {
weapon = new CNoWeapon(owner);
LOG_L(L_ERROR, "weapon-type %s unknown or NOWEAPON", weaponType.c_str());
}
weapon->weaponDef = weaponDef;
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->range = weaponDef->range;
weapon->heightMod = weaponDef->heightmod;
weapon->projectileSpeed = weaponDef->projectilespeed;
weapon->damageAreaOfEffect = weaponDef->damageAreaOfEffect;
weapon->craterAreaOfEffect = weaponDef->craterAreaOfEffect;
weapon->accuracy = weaponDef->accuracy;
weapon->sprayAngle = weaponDef->sprayAngle;
weapon->stockpileTime = int(weaponDef->stockpileTime * GAME_SPEED);
weapon->salvoSize = weaponDef->salvosize;
weapon->salvoDelay = int(weaponDef->salvodelay * GAME_SPEED);
weapon->projectilesPerShot = weaponDef->projectilespershot;
weapon->metalFireCost = weaponDef->metalcost;
weapon->energyFireCost = weaponDef->energycost;
weapon->fireSoundId = weaponDef->firesound.getID(0);
weapon->fireSoundVolume = weaponDef->firesound.getVolume(0);
weapon->onlyForward = weaponDef->onlyForward;
weapon->maxForwardAngleDif = math::cos(DEG2RAD(weaponDef->maxAngle));
weapon->maxMainDirAngleDif = defWeapon->maxMainDirAngleDif;
weapon->mainDir = defWeapon->mainDir;
weapon->badTargetCategory = defWeapon->badTargetCat;
weapon->onlyTargetCategory = defWeapon->onlyTargetCat;
if (defWeapon->slavedTo) {
const int index = (defWeapon->slavedTo - 1);
// can only slave to an already-loaded weapon
if ((index < 0) || (static_cast<size_t>(index) >= owner->weapons.size())) {
throw content_error("Bad weapon slave in " + owner->unitDef->name);
}
weapon->slavedTo = owner->weapons[index];
}
weapon->fuelUsage = defWeapon->fuelUsage;
weapon->avoidFriendly = weaponDef->avoidFriendly;
weapon->avoidFeature = weaponDef->avoidFeature;
weapon->avoidNeutral = weaponDef->avoidNeutral;
weapon->targetBorder = weaponDef->targetBorder;
weapon->cylinderTargetting = weaponDef->cylinderTargetting;
weapon->minIntensity = weaponDef->minIntensity;
weapon->heightBoostFactor = weaponDef->heightBoostFactor;
weapon->collisionFlags = weaponDef->collisionFlags;
weapon->SetWeaponNum(owner->weapons.size());
weapon->Init();
return weapon;
}
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