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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef EXPLOSION_GENERATOR_H
#define EXPLOSION_GENERATOR_H
#include <map>
#include <string>
#include <vector>
#include <boost/shared_ptr.hpp>
#include "Sim/Objects/WorldObject.h"
#define CEG_PREFIX_STRING "custom:"
class LuaParser;
class LuaTable;
class float3;
class CUnit;
class IExplosionGenerator;
class CExpGenSpawnable: public CWorldObject
{
CR_DECLARE(CExpGenSpawnable)
public:
CExpGenSpawnable();
CExpGenSpawnable(const float3& pos, const float3& spd);
virtual ~CExpGenSpawnable() {}
virtual void Init(const CUnit* owner, const float3& offset) = 0;
};
// Finds C++ classes with class aliases
class ClassAliasList
{
public:
void Load(const LuaTable&);
void Clear() { aliases.clear(); }
creg::Class* GetClass(const std::string& name) const;
std::string FindAlias(const std::string& className) const;
private:
std::map<std::string, std::string> aliases;
};
// loads and stores a list of explosion generators
class CExplosionGeneratorHandler
{
public:
enum {
EXPGEN_ID_INVALID = -1u,
EXPGEN_ID_STANDARD = 0u,
};
CExplosionGeneratorHandler();
~CExplosionGeneratorHandler();
void ParseExplosionTables();
void ReloadGenerators(const std::string&);
unsigned int LoadGeneratorID(const std::string& tag);
IExplosionGenerator* LoadGenerator(const std::string& tag);
IExplosionGenerator* GetGenerator(unsigned int expGenID);
bool GenExplosion(
unsigned int expGenID,
const float3& pos,
const float3& dir,
float damage,
float radius,
float gfxMod,
CUnit* owner,
CUnit* hit
);
const LuaTable* GetExplosionTableRoot() const { return explTblRoot; }
const ClassAliasList& GetProjectileClasses() const { return projectileClasses; }
const ClassAliasList& GetGeneratorClasses() const { return generatorClasses; }
protected:
ClassAliasList projectileClasses;
ClassAliasList generatorClasses;
LuaParser* exploParser;
LuaParser* aliasParser;
LuaTable* explTblRoot;
std::vector<IExplosionGenerator*> explosionGenerators;
std::map<std::string, unsigned int> expGenTagIdentMap;
std::map<unsigned int, std::string> expGenIdentTagMap;
typedef std::map<std::string, unsigned int>::const_iterator TagIdentMapConstIt;
typedef std::map<unsigned int, std::string>::const_iterator IdentTagMapConstIt;
};
// Base explosion generator class
class IExplosionGenerator
{
CR_DECLARE(IExplosionGenerator)
IExplosionGenerator(): generatorID(CExplosionGeneratorHandler::EXPGEN_ID_INVALID) {}
virtual ~IExplosionGenerator() {}
virtual bool Load(CExplosionGeneratorHandler* handler, const std::string& tag) = 0;
virtual bool Reload(CExplosionGeneratorHandler* handler, const std::string& tag) { return true; }
virtual bool Explosion(
const float3& pos,
const float3& dir,
float damage,
float radius,
float gfxMod,
CUnit* owner,
CUnit* hit
) = 0;
unsigned int GetGeneratorID() const { return generatorID; }
void SetGeneratorID(unsigned int id) { generatorID = id; }
protected:
unsigned int generatorID;
};
// spawns non-scriptable explosion effects via hardcoded rules
// has no internal state so we never need to allocate instances
class CStdExplosionGenerator: public IExplosionGenerator
{
CR_DECLARE(CStdExplosionGenerator)
public:
CStdExplosionGenerator(): IExplosionGenerator() {}
bool Load(CExplosionGeneratorHandler* handler, const std::string& tag) { return false; }
bool Explosion(
const float3& pos,
const float3& dir,
float damage,
float radius,
float gfxMod,
CUnit* owner,
CUnit* hit
);
};
// Uses explosion info from a script file; defines the
// result of an explosion as a series of new projectiles
class CCustomExplosionGenerator: public IExplosionGenerator
{
CR_DECLARE(CCustomExplosionGenerator)
CR_DECLARE_SUB(ProjectileSpawnInfo)
CR_DECLARE_SUB(GroundFlashInfo)
CR_DECLARE_SUB(ExpGenParams)
protected:
struct ProjectileSpawnInfo {
CR_DECLARE_STRUCT(ProjectileSpawnInfo)
ProjectileSpawnInfo()
: projectileClass(NULL)
, count(0)
, flags(0)
{}
ProjectileSpawnInfo(const ProjectileSpawnInfo& psi)
: projectileClass(psi.projectileClass)
, code(psi.code)
, count(psi.count)
, flags(psi.flags)
{}
creg::Class* projectileClass;
/// parsed explosion script code
std::vector<char> code;
/// number of projectiles spawned of this type
unsigned int count;
unsigned int flags;
};
// TODO: Handle ground flashes with more flexibility like the projectiles
struct GroundFlashInfo {
CR_DECLARE_STRUCT(GroundFlashInfo)
GroundFlashInfo()
: flashSize(0.0f)
, flashAlpha(0.0f)
, circleGrowth(0.0f)
, circleAlpha(0.0f)
, ttl(0)
, flags(0)
, color(ZeroVector)
{}
float flashSize;
float flashAlpha;
float circleGrowth;
float circleAlpha;
int ttl;
unsigned int flags;
float3 color;
};
struct ExpGenParams {
CR_DECLARE_STRUCT(ExpGenParams)
std::vector<ProjectileSpawnInfo> projectiles;
GroundFlashInfo groundFlash;
bool useDefaultExplosions;
};
public:
CCustomExplosionGenerator(): IExplosionGenerator() {}
static bool OutputProjectileClassInfo();
static unsigned int GetFlagsFromTable(const LuaTable& table);
static unsigned int GetFlagsFromHeight(float height, float groundHeight);
/// @throws content_error/runtime_error on errors
bool Load(CExplosionGeneratorHandler* handler, const std::string& tag);
bool Reload(CExplosionGeneratorHandler* handler, const std::string& tag);
bool Explosion(const float3& pos, const float3& dir, float damage, float radius, float gfxMod, CUnit* owner, CUnit* hit);
enum {
SPW_WATER = 1,
SPW_GROUND = 2,
SPW_AIR = 4,
SPW_UNDERWATER = 8,
SPW_UNIT = 16, // only execute when the explosion hits a unit
SPW_NO_UNIT = 32, // only execute when the explosion doesn't hit a unit (environment)
};
enum {
OP_END = 0,
OP_STOREI = 1, // int
OP_STOREF = 2, // float
OP_STOREC = 3, // char
OP_ADD = 4,
OP_RAND = 5,
OP_DAMAGE = 6,
OP_INDEX = 7,
OP_LOADP = 8, // load a void* into the pointer register
OP_STOREP = 9, // store the pointer register into a void*
OP_DIR = 10, // store the float3 direction
OP_SAWTOOTH = 11, // Performs a modulo to create a sawtooth wave
OP_DISCRETE = 12, // Floors the value to a multiple of its parameter
OP_SINE = 13, // Uses val as the phase of a sine wave
OP_YANK = 14, // Moves the input value into a buffer, returns zero
OP_MULTIPLY = 15, // Multiplies with buffer value
OP_ADDBUFF = 16, // Adds buffer value
OP_POW = 17, // Power with code as exponent
OP_POWBUFF = 18, // Power with buffer as exponent
};
private:
void ParseExplosionCode(ProjectileSpawnInfo* psi, const int offset, const boost::shared_ptr<creg::IType> type, const std::string& script, std::string& code);
void ExecuteExplosionCode(const char* code, float damage, char* instance, int spawnIndex, const float3& dir);
protected:
ExpGenParams expGenParams;
};
extern CExplosionGeneratorHandler* explGenHandler;
#endif // EXPLOSION_GENERATOR_H
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