File: MoveDefHandler.h

package info (click to toggle)
spring 98.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 41,928 kB
  • ctags: 60,665
  • sloc: cpp: 356,167; ansic: 39,434; python: 12,228; java: 12,203; awk: 5,856; sh: 1,719; xml: 997; perl: 405; php: 253; objc: 194; makefile: 72; sed: 2
file content (159 lines) | stat: -rw-r--r-- 4,119 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
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef MOVEDEF_HANDLER_H
#define MOVEDEF_HANDLER_H

#include <vector>
#include <map>
#include <string>

#include "System/float3.h"
#include "System/creg/creg_cond.h"

class MoveDefHandler;
class CSolidObject;
class LuaTable;

#pragma pack(push, 1)
struct MoveDef {
	CR_DECLARE_STRUCT(MoveDef)

	MoveDef();
	MoveDef(const LuaTable& moveDefTable, int moveDefID);

	bool TestMoveSquare(
		const CSolidObject* collider,
		const int xTestMoveSqr,
		const int zTestMoveSqr,
		const float3& testMoveDir = ZeroVector,
		bool testTerrain = true,
		bool testObjects = true,
		bool centerOnly = false,
		float* minSpeedMod = NULL,
		int* maxBlockBit = NULL
	) const;
	bool TestMoveSquare(
		const CSolidObject* collider,
		const float3& testMovePos,
		const float3& testMoveDir = ZeroVector,
		bool testTerrain = true,
		bool testObjects = true,
		bool centerOnly = false,
		float* minSpeedMod = NULL,
		int* maxBlockBit = NULL
	) const;
	float GetDepthMod(const float height) const;
	unsigned int GetCheckSum() const;

	static float GetDefaultMinWaterDepth() { return -1e6f; }
	static float GetDefaultMaxWaterDepth() { return +1e6f; }

	/// determines which of the {tank,kbot,hover,ship}Speed
	/// modifiers this MoveDef receives from a terrain-type
	enum SpeedModClass {
		Tank  = 0,
		KBot  = 1,
		Hover = 2,
		Ship  = 3
	};
	enum TerrainClass {
		Land  = 0, /// we are restricted to "land" (terrain with height >= 0)
		Water = 1, /// we are restricted to "water" (terrain with height < 0)
		Mixed = 2, /// we can exist at heights both greater and smaller than 0
	};
	enum DepthModParams {
		DEPTHMOD_MIN_HEIGHT = 0,
		DEPTHMOD_MAX_HEIGHT = 1,
		DEPTHMOD_MAX_SCALE  = 2,
		DEPTHMOD_QUA_COEFF  = 3,
		DEPTHMOD_LIN_COEFF  = 4,
		DEPTHMOD_CON_COEFF  = 5,
		DEPTHMOD_NUM_PARAMS = 6,
	};
	enum SpeedModMults {
		SPEEDMOD_MOBILE_IDLE_MULT = 0,
		SPEEDMOD_MOBILE_BUSY_MULT = 1,
		SPEEDMOD_MOBILE_MOVE_MULT = 2,
		SPEEDMOD_MOBILE_NUM_MULTS = 3,
	};

	std::string name;

	SpeedModClass speedModClass;
	TerrainClass terrainClass;

	/// of the footprint
	int xsize, xsizeh;
	int zsize, zsizeh;

	/// minWaterDepth for ships, maxWaterDepth otherwise
	/// controls movement and (un-)loading constraints
	float depth;
	float depthModParams[DEPTHMOD_NUM_PARAMS];
	float maxSlope;
	float slopeMod;
	float crushStrength;

	// PF speedmod-multipliers for squares blocked by mobile units
	// (which can respectively be "idle" == non-moving and have no
	// orders, "busy" == non-moving but have orders, or "moving")
	// NOTE:
	//     includes one extra padding element to make the moveMath
	//     member start on an 8-byte boundary for 64-bit platforms
	float speedModMults[SPEEDMOD_MOBILE_NUM_MULTS + 1];

	unsigned int pathType;
	/// number of UnitDef types that refer to this MoveDef class
	unsigned int udRefCount;

	/// heatmap path-cost modifier
	float heatMod;
	float flowMod;

	/// heat produced by a path
	int heatProduced;

	/// do we stick to the ground when in water?
	bool followGround;
	/// are we supposed to be a purely sub-surface ship?
	bool subMarine;

	/// do we try to pathfind around squares blocked by mobile units?
	///
	/// this also serves as a padding byte for alignment so compiler
	/// does not insert it (GetCheckSum would need to skip such bytes
	/// otherwise, since they are never initialized)
	bool avoidMobilesOnPath;
	bool allowTerrainCollisions;

	/// do we leave heat and avoid any left by others?
	bool heatMapping;
	bool flowMapping;
};
#pragma pack(pop)


class LuaParser;
class MoveDefHandler
{
	CR_DECLARE_STRUCT(MoveDefHandler)
public:
	MoveDefHandler(LuaParser* defsParser);

	MoveDef* GetMoveDefByPathType(unsigned int pathType) { return &moveDefs[pathType]; }
	MoveDef* GetMoveDefByName(const std::string& name);

	unsigned int GetNumMoveDefs() const { return moveDefs.size(); }
	unsigned int GetCheckSum() const { return checksum; }

private:
	std::vector<MoveDef> moveDefs;
	std::map<std::string, int> moveDefNames;

	unsigned int checksum;
};

extern MoveDefHandler* moveDefHandler;

#endif // MOVEDEF_HANDLER_H