/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Weapon.cpp ///////////////////////////////////////////////////////////////////////////////
// Author: Colin Day, November 2001
// Desc: Weapon descriptions
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#define DEFINE_DEATH_NAMES
#define DEFINE_WEAPONBONUSCONDITION_NAMES
#define DEFINE_WEAPONBONUSFIELD_NAMES
#define DEFINE_WEAPONCOLLIDEMASK_NAMES
#define DEFINE_WEAPONAFFECTSMASK_NAMES
#define DEFINE_WEAPONRELOAD_NAMES
#define DEFINE_WEAPONPREFIRE_NAMES
#include "Common/CRC.h"
#include "Common/CRCDebug.h"
#include "Common/GameAudio.h"
#include "Common/GameState.h"
#include "Common/INI.h"
#include "Common/PerfTimer.h"
#include "Common/Player.h"
#include "Common/ThingFactory.h"
#include "Common/ThingTemplate.h"
#include "Common/Xfer.h"
#include "GameClient/Drawable.h"
#include "GameClient/FXList.h"
#include "GameClient/InGameUI.h"
#include "GameClient/ParticleSys.h"
#include "GameLogic/Damage.h"
#include "GameLogic/ExperienceTracker.h"
#include "GameLogic/GameLogic.h"
#include "GameLogic/AIPathfind.h"
#include "GameLogic/Module/BehaviorModule.h"
#include "GameLogic/Module/BodyModule.h"
#include "GameLogic/Module/ContainModule.h"
#include "GameLogic/Module/LaserUpdate.h"
#include "GameLogic/Module/UpdateModule.h"
#include "GameLogic/Module/SpecialPowerCompletionDie.h"
#include "GameLogic/Module/AssaultTransportAIUpdate.h"
#include "GameLogic/Object.h"
#include "GameLogic/ObjectCreationList.h"
#include "GameLogic/PartitionManager.h"
#include "GameLogic/Weapon.h"
#include "GameLogic/Module/AIUpdate.h"
#include "GameLogic/Module/AssistedTargetingUpdate.h"
#include "GameLogic/Module/ProjectileStreamUpdate.h"
#include "GameLogic/Module/PhysicsUpdate.h"
#include "GameLogic/TerrainLogic.h"
#define RATIONALIZE_ATTACK_RANGE
#define ATTACK_RANGE_IS_2D
#ifdef ATTACK_RANGE_IS_2D
const DistanceCalculationType ATTACK_RANGE_CALC_TYPE = FROM_BOUNDINGSPHERE_2D;
#else
const DistanceCalculationType ATTACK_RANGE_CALC_TYPE = FROM_BOUNDINGSPHERE_3D;
#endif
#ifdef _INTERNAL
// for occasional debugging...
//#pragma optimize("", off)
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
#endif
// damage is ALWAYS 3d
const DistanceCalculationType DAMAGE_RANGE_CALC_TYPE = FROM_BOUNDINGSPHERE_3D;
//-------------------------------------------------------------------------------------------------
static void parsePerVetLevelAsciiString( INI* ini, void* /*instance*/, void * store, const void* /*userData*/ )
{
AsciiString* s = (AsciiString*)store;
VeterancyLevel v = (VeterancyLevel)INI::scanIndexList(ini->getNextToken(), TheVeterancyNames);
s[v] = ini->getNextAsciiString();
}
//-------------------------------------------------------------------------------------------------
static void parseAllVetLevelsAsciiString( INI* ini, void* /*instance*/, void * store, const void* /*userData*/ )
{
AsciiString* s = (AsciiString*)store;
AsciiString a = ini->getNextAsciiString();
for (Int i = LEVEL_FIRST; i <= LEVEL_LAST; ++i)
s[i] = a;
}
//-------------------------------------------------------------------------------------------------
static void parsePerVetLevelFXList( INI* ini, void* /*instance*/, void * store, const void* /*userData*/ )
{
typedef const FXList* ConstFXListPtr;
ConstFXListPtr* s = (ConstFXListPtr*)store;
VeterancyLevel v = (VeterancyLevel)INI::scanIndexList(ini->getNextToken(), TheVeterancyNames);
const FXList* fx = NULL;
INI::parseFXList(ini, NULL, &fx, NULL);
s[v] = fx;
}
//-------------------------------------------------------------------------------------------------
static void parseAllVetLevelsFXList( INI* ini, void* /*instance*/, void * store, const void* /*userData*/ )
{
typedef const FXList* ConstFXListPtr;
ConstFXListPtr* s = (ConstFXListPtr*)store;
const FXList* fx = NULL;
INI::parseFXList(ini, NULL, &fx, NULL);
for (Int i = LEVEL_FIRST; i <= LEVEL_LAST; ++i)
s[i] = fx;
}
//-------------------------------------------------------------------------------------------------
static void parsePerVetLevelPSys( INI* ini, void* /*instance*/, void * store, const void* /*userData*/ )
{
typedef const ParticleSystemTemplate* ConstParticleSystemTemplatePtr;
ConstParticleSystemTemplatePtr* s = (ConstParticleSystemTemplatePtr*)store;
VeterancyLevel v = (VeterancyLevel)INI::scanIndexList(ini->getNextToken(), TheVeterancyNames);
ConstParticleSystemTemplatePtr pst = NULL;
INI::parseParticleSystemTemplate(ini, NULL, &pst, NULL);
s[v] = pst;
}
//-------------------------------------------------------------------------------------------------
static void parseAllVetLevelsPSys( INI* ini, void* /*instance*/, void * store, const void* /*userData*/ )
{
typedef const ParticleSystemTemplate* ConstParticleSystemTemplatePtr;
ConstParticleSystemTemplatePtr* s = (ConstParticleSystemTemplatePtr*)store;
ConstParticleSystemTemplatePtr pst = NULL;
INI::parseParticleSystemTemplate(ini, NULL, &pst, NULL);
for (Int i = LEVEL_FIRST; i <= LEVEL_LAST; ++i)
s[i] = pst;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC DATA ////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
WeaponStore *TheWeaponStore = NULL; ///< the weapon store definition
///////////////////////////////////////////////////////////////////////////////////////////////////
// PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
const FieldParse WeaponTemplate::TheWeaponTemplateFieldParseTable[] =
{
{ "PrimaryDamage", INI::parseReal, NULL, offsetof(WeaponTemplate, m_primaryDamage) },
{ "PrimaryDamageRadius", INI::parseReal, NULL, offsetof(WeaponTemplate, m_primaryDamageRadius) },
{ "SecondaryDamage", INI::parseReal, NULL, offsetof(WeaponTemplate, m_secondaryDamage) },
{ "SecondaryDamageRadius", INI::parseReal, NULL, offsetof(WeaponTemplate, m_secondaryDamageRadius) },
{ "ShockWaveAmount", INI::parseReal, NULL, offsetof(WeaponTemplate, m_shockWaveAmount) },
{ "ShockWaveRadius", INI::parseReal, NULL, offsetof(WeaponTemplate, m_shockWaveRadius) },
{ "ShockWaveTaperOff", INI::parseReal, NULL, offsetof(WeaponTemplate, m_shockWaveTaperOff) },
{ "AttackRange", INI::parseReal, NULL, offsetof(WeaponTemplate, m_attackRange) },
{ "MinimumAttackRange", INI::parseReal, NULL, offsetof(WeaponTemplate, m_minimumAttackRange) },
{ "RequestAssistRange", INI::parseReal, NULL, offsetof(WeaponTemplate, m_requestAssistRange) },
{ "AcceptableAimDelta", INI::parseAngleReal, NULL, offsetof(WeaponTemplate, m_aimDelta) },
{ "ScatterRadius", INI::parseReal, NULL, offsetof(WeaponTemplate, m_scatterRadius) },
{ "ScatterTargetScalar", INI::parseReal, NULL, offsetof(WeaponTemplate, m_scatterTargetScalar) },
{ "ScatterRadiusVsInfantry", INI::parseReal, NULL, offsetof( WeaponTemplate, m_infantryInaccuracyDist ) },
{ "DamageType", DamageTypeFlags::parseSingleBitFromINI, NULL, offsetof(WeaponTemplate, m_damageType) },
{ "DamageStatusType", ObjectStatusMaskType::parseSingleBitFromINI, NULL, offsetof(WeaponTemplate, m_damageStatusType) },
{ "DeathType", INI::parseIndexList, TheDeathNames, offsetof(WeaponTemplate, m_deathType) },
{ "WeaponSpeed", INI::parseVelocityReal, NULL, offsetof(WeaponTemplate, m_weaponSpeed) },
{ "MinWeaponSpeed", INI::parseVelocityReal, NULL, offsetof(WeaponTemplate, m_minWeaponSpeed) },
{ "ScaleWeaponSpeed", INI::parseBool, NULL, offsetof(WeaponTemplate, m_isScaleWeaponSpeed) },
{ "WeaponRecoil", INI::parseAngleReal, NULL, offsetof(WeaponTemplate, m_weaponRecoil) },
{ "MinTargetPitch", INI::parseAngleReal, NULL, offsetof(WeaponTemplate, m_minTargetPitch) },
{ "MaxTargetPitch", INI::parseAngleReal, NULL, offsetof(WeaponTemplate, m_maxTargetPitch) },
{ "RadiusDamageAngle", INI::parseAngleReal, NULL, offsetof(WeaponTemplate, m_radiusDamageAngle) },
{ "ProjectileObject", INI::parseAsciiString, NULL, offsetof(WeaponTemplate, m_projectileName) },
{ "FireSound", INI::parseAudioEventRTS, NULL, offsetof(WeaponTemplate, m_fireSound) },
{ "FireSoundLoopTime", INI::parseDurationUnsignedInt, NULL, offsetof(WeaponTemplate, m_fireSoundLoopTime) },
{ "FireFX", parseAllVetLevelsFXList, NULL, offsetof(WeaponTemplate, m_fireFXs) },
{ "ProjectileDetonationFX", parseAllVetLevelsFXList, NULL, offsetof(WeaponTemplate, m_projectileDetonateFXs) },
{ "FireOCL", parseAllVetLevelsAsciiString, NULL, offsetof(WeaponTemplate, m_fireOCLNames) },
{ "ProjectileDetonationOCL", parseAllVetLevelsAsciiString, NULL, offsetof(WeaponTemplate, m_projectileDetonationOCLNames) },
{ "ProjectileExhaust", parseAllVetLevelsPSys, NULL, offsetof(WeaponTemplate, m_projectileExhausts) },
{ "VeterancyFireFX", parsePerVetLevelFXList, NULL, offsetof(WeaponTemplate, m_fireFXs) },
{ "VeterancyProjectileDetonationFX", parsePerVetLevelFXList, NULL, offsetof(WeaponTemplate, m_projectileDetonateFXs) },
{ "VeterancyFireOCL", parsePerVetLevelAsciiString, NULL, offsetof(WeaponTemplate, m_fireOCLNames) },
{ "VeterancyProjectileDetonationOCL", parsePerVetLevelAsciiString, NULL, offsetof(WeaponTemplate, m_projectileDetonationOCLNames) },
{ "VeterancyProjectileExhaust", parsePerVetLevelPSys, NULL, offsetof(WeaponTemplate, m_projectileExhausts) },
{ "ClipSize", INI::parseInt, NULL, offsetof(WeaponTemplate, m_clipSize) },
{ "ContinuousFireOne", INI::parseInt, NULL, offsetof(WeaponTemplate, m_continuousFireOneShotsNeeded) },
{ "ContinuousFireTwo", INI::parseInt, NULL, offsetof(WeaponTemplate, m_continuousFireTwoShotsNeeded) },
{ "ContinuousFireCoast", INI::parseDurationUnsignedInt, NULL, offsetof(WeaponTemplate, m_continuousFireCoastFrames) },
{ "AutoReloadWhenIdle", INI::parseDurationUnsignedInt, NULL, offsetof(WeaponTemplate, m_autoReloadWhenIdleFrames) },
{ "ClipReloadTime", INI::parseDurationUnsignedInt, NULL, offsetof(WeaponTemplate, m_clipReloadTime) },
{ "DelayBetweenShots", WeaponTemplate::parseShotDelay, NULL, 0 },
{ "ShotsPerBarrel", INI::parseInt, NULL, offsetof(WeaponTemplate, m_shotsPerBarrel) },
{ "DamageDealtAtSelfPosition",INI::parseBool, NULL, offsetof(WeaponTemplate, m_damageDealtAtSelfPosition) },
{ "RadiusDamageAffects", INI::parseBitString32, TheWeaponAffectsMaskNames, offsetof(WeaponTemplate, m_affectsMask) },
{ "ProjectileCollidesWith", INI::parseBitString32, TheWeaponCollideMaskNames, offsetof(WeaponTemplate, m_collideMask) },
{ "AntiAirborneVehicle", INI::parseBitInInt32, (void*)WEAPON_ANTI_AIRBORNE_VEHICLE, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiGround", INI::parseBitInInt32, (void*)WEAPON_ANTI_GROUND, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiProjectile", INI::parseBitInInt32, (void*)WEAPON_ANTI_PROJECTILE, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiSmallMissile", INI::parseBitInInt32, (void*)WEAPON_ANTI_SMALL_MISSILE, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiMine", INI::parseBitInInt32, (void*)WEAPON_ANTI_MINE, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiParachute", INI::parseBitInInt32, (void*)WEAPON_ANTI_PARACHUTE, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiAirborneInfantry", INI::parseBitInInt32, (void*)WEAPON_ANTI_AIRBORNE_INFANTRY, offsetof(WeaponTemplate, m_antiMask) },
{ "AntiBallisticMissile", INI::parseBitInInt32, (void*)WEAPON_ANTI_BALLISTIC_MISSILE, offsetof(WeaponTemplate, m_antiMask) },
{ "AutoReloadsClip", INI::parseIndexList, TheWeaponReloadNames, offsetof(WeaponTemplate, m_reloadType) },
{ "ProjectileStreamName", INI::parseAsciiString, NULL, offsetof(WeaponTemplate, m_projectileStreamName) },
{ "LaserName", INI::parseAsciiString, NULL, offsetof(WeaponTemplate, m_laserName) },
{ "LaserBoneName", INI::parseAsciiString, NULL, offsetof(WeaponTemplate, m_laserBoneName) },
{ "WeaponBonus", WeaponTemplate::parseWeaponBonusSet, NULL, 0 },
{ "HistoricBonusTime", INI::parseDurationUnsignedInt, NULL, offsetof(WeaponTemplate, m_historicBonusTime) },
{ "HistoricBonusRadius", INI::parseReal, NULL, offsetof(WeaponTemplate, m_historicBonusRadius) },
{ "HistoricBonusCount", INI::parseInt, NULL, offsetof(WeaponTemplate, m_historicBonusCount) },
{ "HistoricBonusWeapon", INI::parseWeaponTemplate, NULL, offsetof(WeaponTemplate, m_historicBonusWeapon) },
{ "LeechRangeWeapon", INI::parseBool, NULL, offsetof(WeaponTemplate, m_leechRangeWeapon) },
{ "ScatterTarget", WeaponTemplate::parseScatterTarget, NULL, 0 },
{ "CapableOfFollowingWaypoints", INI::parseBool, NULL, offsetof(WeaponTemplate, m_capableOfFollowingWaypoint) },
{ "ShowsAmmoPips", INI::parseBool, NULL, offsetof(WeaponTemplate, m_isShowsAmmoPips) },
{ "AllowAttackGarrisonedBldgs", INI::parseBool, NULL, offsetof(WeaponTemplate, m_allowAttackGarrisonedBldgs) },
{ "PlayFXWhenStealthed", INI::parseBool, NULL, offsetof(WeaponTemplate, m_playFXWhenStealthed) },
{ "PreAttackDelay", INI::parseDurationUnsignedInt, NULL, offsetof( WeaponTemplate, m_preAttackDelay ) },
{ "PreAttackType", INI::parseIndexList, TheWeaponPrefireNames, offsetof(WeaponTemplate, m_prefireType) },
{ "ContinueAttackRange", INI::parseReal, NULL, offsetof(WeaponTemplate, m_continueAttackRange) },
{ "SuspendFXDelay", INI::parseDurationUnsignedInt, NULL, offsetof(WeaponTemplate, m_suspendFXDelay) },
{ "MissileCallsOnDie", INI::parseBool, NULL, offsetof(WeaponTemplate, m_dieOnDetonate) },
{ NULL, NULL, NULL, 0 } // keep this last
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
//-------------------------------------------------------------------------------------------------
WeaponTemplate::WeaponTemplate() : m_nextTemplate(NULL)
{
m_name = "NoNameWeapon";
m_nameKey = NAMEKEY_INVALID;
m_primaryDamage = 0.0f;
m_primaryDamageRadius = 0.0f;
m_secondaryDamage = 0.0f;
m_secondaryDamageRadius = 0.0f;
m_attackRange = 0.0f;
m_minimumAttackRange = 0.0f;
m_requestAssistRange = 0.0f;
m_aimDelta = 0.0f;
m_scatterRadius = 0.0f;
m_scatterTargetScalar = 0.0f;
m_shockWaveAmount = 0.0f;
m_shockWaveRadius = 0.0f;
m_shockWaveTaperOff = 0.0f;
m_damageType = DAMAGE_EXPLOSION;
m_deathType = DEATH_NORMAL;
m_weaponSpeed = 999999.0f; // effectively instant
m_minWeaponSpeed = 999999.0f; // effectively instant
m_isScaleWeaponSpeed = FALSE;
m_weaponRecoil = 0.0f; // no recoil
m_minTargetPitch = -PI;
m_maxTargetPitch = PI;
m_radiusDamageAngle = PI; // PI each way, so full circle
m_projectileName.clear(); // no projectile
m_projectileTmpl = NULL;
for (Int i = LEVEL_FIRST; i <= LEVEL_LAST; ++i)
{
m_fireOCLNames[i].clear();
m_projectileDetonationOCLNames[i].clear();
m_projectileExhausts[i] = NULL;
m_fireOCLs[i] = NULL;
m_projectileDetonationOCLs[i] = NULL;
m_fireFXs[i] = NULL;
m_projectileDetonateFXs[i] = NULL;
}
m_damageDealtAtSelfPosition = false;
m_affectsMask = (WEAPON_AFFECTS_ALLIES | WEAPON_AFFECTS_ENEMIES | WEAPON_AFFECTS_NEUTRALS);
// most projectile weapons don't want to collide with nontargeted enemies/allies or trees...
m_collideMask = (WEAPON_COLLIDE_STRUCTURES);
m_reloadType = AUTO_RELOAD;
m_prefireType = PREFIRE_PER_SHOT;
m_clipSize = 0;
m_continuousFireOneShotsNeeded = INT_MAX;
m_continuousFireTwoShotsNeeded = INT_MAX;
m_continuousFireCoastFrames = 0;
m_autoReloadWhenIdleFrames = 0;
m_clipReloadTime = 0;
m_minDelayBetweenShots = 0;
m_maxDelayBetweenShots = 0;
m_fireSoundLoopTime = 0;
m_extraBonus = NULL;
m_shotsPerBarrel = 1;
m_antiMask = WEAPON_ANTI_GROUND; // but not air or projectile.
m_projectileStreamName.clear();
m_laserName.clear();
m_laserBoneName.clear();
m_historicBonusTime = 0;
m_historicBonusCount = 0;
m_historicBonusRadius = 0;
m_historicBonusWeapon = NULL;
m_leechRangeWeapon = FALSE;
m_capableOfFollowingWaypoint = FALSE;
m_isShowsAmmoPips = FALSE;
m_allowAttackGarrisonedBldgs = FALSE;
m_playFXWhenStealthed = FALSE;
m_preAttackDelay = 0;
m_continueAttackRange = 0.0f;
m_infantryInaccuracyDist = 0.0f;
m_damageStatusType = OBJECT_STATUS_NONE;
m_suspendFXDelay = 0;
m_dieOnDetonate = FALSE;
}
//-------------------------------------------------------------------------------------------------
WeaponTemplate::~WeaponTemplate()
{
if (m_nextTemplate) {
m_nextTemplate->deleteInstance();
}
// delete any extra-bonus that's present
if (m_extraBonus)
m_extraBonus->deleteInstance();
}
// ------------------------------------------------------------------------------------------------
void WeaponTemplate::reset( void )
{
m_historicDamage.clear();
} // end reset
//-------------------------------------------------------------------------------------------------
/*static*/ void WeaponTemplate::parseWeaponBonusSet( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
{
WeaponTemplate* self = (WeaponTemplate*)instance;
if (!self->m_extraBonus)
self->m_extraBonus = newInstance(WeaponBonusSet);
self->m_extraBonus->parseWeaponBonusSet(ini);
}
//-------------------------------------------------------------------------------------------------
/*static*/ void WeaponTemplate::parseScatterTarget( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
{
// Accept multiple listings of Coord2D's.
WeaponTemplate* self = (WeaponTemplate*)instance;
Coord2D target;
target.x = 0;
target.y = 0;
INI::parseCoord2D( ini, NULL, &target, NULL );
self->m_scatterTargets.push_back(target);
}
//-------------------------------------------------------------------------------------------------
/*static*/ void WeaponTemplate::parseShotDelay( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
{
// This smart parser allows both a single number for traditional delay, and a labeled pair of numbers for a delay range
WeaponTemplate* self = (WeaponTemplate*)instance;
static const char *MIN_LABEL = "Min";
static const char *MAX_LABEL = "Max";
const char* token = ini->getNextTokenOrNull(ini->getSepsColon());
if( stricmp(token, MIN_LABEL) == 0 )
{
// Two entry min/max
self->m_minDelayBetweenShots = INI::scanInt(ini->getNextToken(ini->getSepsColon()));
token = ini->getNextTokenOrNull(ini->getSepsColon());
if( stricmp(token, MAX_LABEL) != 0 )
{
// Messed up double entry
self->m_maxDelayBetweenShots = self->m_minDelayBetweenShots;
}
else
self->m_maxDelayBetweenShots = INI::scanInt(ini->getNextToken(ini->getSepsColon()));
}
else
{
// single entry, as in no label so the first token is just a number
self->m_minDelayBetweenShots = INI::scanInt(token);
self->m_maxDelayBetweenShots = self->m_minDelayBetweenShots;
}
// No matter what we have now, we want to convert it to frames from msec.
// ShotDelay used to use parseDurationUnsignedInt, and we are expanding on that.
self->m_minDelayBetweenShots = ceilf(ConvertDurationFromMsecsToFrames((Real)self->m_minDelayBetweenShots));
self->m_maxDelayBetweenShots = ceilf(ConvertDurationFromMsecsToFrames((Real)self->m_maxDelayBetweenShots));
}
//-------------------------------------------------------------------------------------------------
void WeaponTemplate::postProcessLoad()
{
if (!TheThingFactory)
{
DEBUG_CRASH(("you must call this after TheThingFactory is inited"));
return;
}
if (m_projectileName.isEmpty())
{
m_projectileTmpl = NULL;
}
else
{
m_projectileTmpl = TheThingFactory->findTemplate(m_projectileName);
DEBUG_ASSERTCRASH(m_projectileTmpl, ("projectile %s not found!",m_projectileName.str()));
}
for (Int i = LEVEL_FIRST; i <= LEVEL_LAST; ++i)
{
// And the OCL if there is one
if (m_fireOCLNames[i].isEmpty())
{
m_fireOCLs[i] = NULL;
}
else
{
m_fireOCLs[i] = TheObjectCreationListStore->findObjectCreationList(m_fireOCLNames[i].str() );
DEBUG_ASSERTCRASH(m_fireOCLs[i], ("OCL %s not found in a weapon!",m_fireOCLNames[i].str()));
}
m_fireOCLNames[i].clear();
// And the other OCL if there is one
if (m_projectileDetonationOCLNames[i].isEmpty() )
{
m_projectileDetonationOCLs[i] = NULL;
}
else
{
m_projectileDetonationOCLs[i] = TheObjectCreationListStore->findObjectCreationList(m_projectileDetonationOCLNames[i].str() );
DEBUG_ASSERTCRASH(m_projectileDetonationOCLs[i], ("OCL %s not found in a weapon!",m_projectileDetonationOCLNames[i].str()));
}
m_projectileDetonationOCLNames[i].clear();
}
} // end postProcessLoad
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getAttackRange(const WeaponBonus& bonus) const
{
#ifdef RATIONALIZE_ATTACK_RANGE
// Note - undersize by 1/4 of a pathfind cell, so that the goal is not teetering on the edge
// of firing range. jba.
const Real UNDERSIZE = PATHFIND_CELL_SIZE_F*0.25f;
Real r = m_attackRange * bonus.getField(WeaponBonus::RANGE) - UNDERSIZE;
if (r < 0.0f) r = 0.0f;
return r;
#else
// fudge this a little to account for pathfinding roundoff & such
const Real ATTACK_RANGE_FUDGE = 1.05f;
return m_attackRange * bonus.getField(WeaponBonus::RANGE) * ATTACK_RANGE_FUDGE;
#endif
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getMinimumAttackRange() const
{
#ifdef RATIONALIZE_ATTACK_RANGE
// Note - undersize by 1/4 of a pathfind cell, so that the goal is not teetering on the edge
// of firing range. jba.
const Real UNDERSIZE = PATHFIND_CELL_SIZE_F*0.25f;
Real r = m_minimumAttackRange - UNDERSIZE;
if (r < 0.0f) r = 0.0f;
return r;
#else
return m_minimumAttackRange;
#endif
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getUnmodifiedAttackRange() const
{
return m_attackRange;
}
//-------------------------------------------------------------------------------------------------
Int WeaponTemplate::getDelayBetweenShots(const WeaponBonus& bonus) const
{
// yes, divide, not multiply; the larger the rate-of-fire bonus, the shorter
// we want the delay time to be.
Int delayToUse;
if( m_minDelayBetweenShots == m_maxDelayBetweenShots )
delayToUse = m_minDelayBetweenShots; // Random number thing doesn't like this case
else
delayToUse = GameLogicRandomValue( m_minDelayBetweenShots, m_maxDelayBetweenShots );
Real bonusROF = bonus.getField(WeaponBonus::RATE_OF_FIRE);
//CRCDEBUG_LOG(("WeaponTemplate::getDelayBetweenShots() - min:%d max:%d val:%d, bonusROF=%g/%8.8X\n",
//m_minDelayBetweenShots, m_maxDelayBetweenShots, delayToUse, bonusROF, AS_INT(bonusROF)));
return REAL_TO_INT_FLOOR(delayToUse / bonusROF);
}
//-------------------------------------------------------------------------------------------------
Int WeaponTemplate::getClipReloadTime(const WeaponBonus& bonus) const
{
// yes, divide, not multiply; the larger the rate-of-fire bonus, the shorter
// we want the reload time to be.
return REAL_TO_INT_FLOOR(m_clipReloadTime / bonus.getField(WeaponBonus::RATE_OF_FIRE));
}
//-------------------------------------------------------------------------------------------------
Int WeaponTemplate::getPreAttackDelay( const WeaponBonus& bonus ) const
{
return m_preAttackDelay * bonus.getField( WeaponBonus::PRE_ATTACK );
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getPrimaryDamage(const WeaponBonus& bonus) const
{
return m_primaryDamage * bonus.getField(WeaponBonus::DAMAGE);
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getPrimaryDamageRadius(const WeaponBonus& bonus) const
{
return m_primaryDamageRadius * bonus.getField(WeaponBonus::RADIUS);
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getSecondaryDamage(const WeaponBonus& bonus) const
{
return m_secondaryDamage * bonus.getField(WeaponBonus::DAMAGE);
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::getSecondaryDamageRadius(const WeaponBonus& bonus) const
{
return m_secondaryDamageRadius * bonus.getField(WeaponBonus::RADIUS);
}
//-------------------------------------------------------------------------------------------------
Bool WeaponTemplate::isContactWeapon() const
{
#ifdef RATIONALIZE_ATTACK_RANGE
// Note - undersize by 1/4 of a pathfind cell, so that the goal is not teetering on the edge
// of firing range. jba.
const Real UNDERSIZE = PATHFIND_CELL_SIZE_F*0.25f;
return (m_attackRange - UNDERSIZE) < PATHFIND_CELL_SIZE_F;
#else
// fudge this a little to account for pathfinding roundoff & such
const Real ATTACK_RANGE_FUDGE = 1.05f;
return m_attackRange * ATTACK_RANGE_FUDGE < PATHFIND_CELL_SIZE_F;
#endif
}
//-------------------------------------------------------------------------------------------------
Real WeaponTemplate::estimateWeaponTemplateDamage(
const Object *sourceObj,
const Object *victimObj,
const Coord3D* victimPos,
const WeaponBonus& bonus
) const
{
if (sourceObj == NULL || (victimObj == NULL && victimPos == NULL))
{
DEBUG_CRASH(("bad args to estimate"));
return 0.0f;
}
DamageType damageType = getDamageType();
DeathType deathType = getDeathType();
if (victimObj && victimObj->isKindOf(KINDOF_SHRUBBERY))
{
if (deathType == DEATH_BURNED)
{
// this is just a nonzero value, to ensure we can target shrubbery with flame weapons, regardless...
return 1.0f;
}
else
{
return 0.0f;
}
}
// hmm.. must be shooting a firebase or such, if there is noone home to take the bullet, return 0!
if ( victimObj->isKindOf( KINDOF_STRUCTURE) && damageType == DAMAGE_SNIPER )
{
if ( victimObj->getContain() )
{
if ( victimObj->getContain()->getContainCount() == 0 )
return 0.0f;
}
}
if (damageType == DAMAGE_SURRENDER || m_allowAttackGarrisonedBldgs)
{
ContainModuleInterface* contain = victimObj->getContain();
if( contain && contain->getContainCount() > 0 && contain->isGarrisonable() && !contain->isImmuneToClearBuildingAttacks() )
{
// this is just a nonzero value, to ensure we can target garrisoned things with surrender weapons, regardless...
return 1.0f;
}
}
if( victimObj )
{
if( damageType == DAMAGE_DISARM )
{
if( victimObj->isKindOf( KINDOF_MINE ) || victimObj->isKindOf( KINDOF_BOOBY_TRAP ) || victimObj->isKindOf( KINDOF_DEMOTRAP ) )
{
// this is just a nonzero value, to ensure we can target mines with disarm weapons, regardless...
return 1.0f;
}
return 0.0f;
}
if( damageType == DAMAGE_DEPLOY && !victimObj->isAirborneTarget() )
{
return 1.0f;
}
}
//@todo Kris need to examine the DAMAGE_HACK type for damage estimation purposes.
//Likely this damage type will have threat implications that won't properly be dealt with until resolved.
// const Coord3D* sourcePos = sourceObj->getPosition();
if (victimPos == NULL)
{
victimPos = victimObj->getPosition();
}
Real damageAmount = getPrimaryDamage(bonus);
if (victimObj == NULL)
{
return damageAmount;
}
else
{
DamageInfoInput damageInfo;
damageInfo.m_damageType = damageType;
damageInfo.m_deathType = deathType;
damageInfo.m_sourceID = sourceObj->getID();
damageInfo.m_amount = damageAmount;
return victimObj->estimateDamage(damageInfo);
}
}
//-------------------------------------------------------------------------------------------------
Bool WeaponTemplate::shouldProjectileCollideWith(
const Object* projectileLauncher,
const Object* projectile,
const Object* thingWeCollidedWith,
ObjectID intendedVictimID // could be INVALID_ID for a position-shot
) const
{
if (!projectile || !thingWeCollidedWith)
return false;
// if it's our intended victim, we want to collide with it, regardless of any other considerations.
if (intendedVictimID == thingWeCollidedWith->getID())
return true;
if (projectileLauncher != NULL)
{
// Don't hit your own launcher, ever.
if (projectileLauncher == thingWeCollidedWith)
return false;
// If our launcher is inside something, and that something is 'thingWeCollidedWith' we won't collide
const Object *launcherContainedBy = projectileLauncher->getContainedBy();
if( launcherContainedBy == thingWeCollidedWith )
return false;
}
// never bother burning already-burned things. (srj)
if (getDamageType() == DAMAGE_FLAME || getDamageType() == DAMAGE_PARTICLE_BEAM)
{
if (thingWeCollidedWith->testStatus(OBJECT_STATUS_BURNED))
{
return false;
}
}
// horrible special case for airplanes sitting on airfields: the projectile might
// "collide" with the airfield's (invisible) collision geometry when a resting plane
// is targeted. we don't want this. special case it:
if (thingWeCollidedWith->isKindOf(KINDOF_FS_AIRFIELD))
{
//
// ok, so if we are an airfield, and our intended victim has a reserved space
// with us, it "belongs" to us and collisions intended for it should not detonate
// as a result of colliding with us.
//
// notes:
// -- we have already established that "thingWeCollidedWith" is not the intended victim (above)
// -- this does NOT verify that the plane is actually parked at the airfield; it might be elsewhere
// (but if it is, it's highly unlikely that this sort of collision could occur)
//
for (BehaviorModule** i = thingWeCollidedWith->getBehaviorModules(); *i; ++i)
{
ParkingPlaceBehaviorInterface* pp = (*i)->getParkingPlaceBehaviorInterface();
if (pp != NULL && pp->hasReservedSpace(intendedVictimID))
return false;
}
}
// if something has a Sneaky Target offset, it is momentarily immune to being hit...
// normally this shouldn't happen, but occasionally can by accident. so avoid it. (srj)
const AIUpdateInterface* ai = thingWeCollidedWith->getAI();
if (ai != NULL && ai->getSneakyTargetingOffset(NULL))
{
return false;
}
Int requiredMask = 0;
Relationship r = projectile->getRelationship(thingWeCollidedWith);
if (r == ALLIES) requiredMask = WEAPON_COLLIDE_ALLIES;
else if (r == ENEMIES) requiredMask = WEAPON_COLLIDE_ENEMIES;
if (thingWeCollidedWith->isKindOf(KINDOF_STRUCTURE))
{
if (thingWeCollidedWith->getControllingPlayer() == projectile->getControllingPlayer())
requiredMask |= WEAPON_COLLIDE_CONTROLLED_STRUCTURES;
else
requiredMask |= WEAPON_COLLIDE_STRUCTURES;
}
if (thingWeCollidedWith->isKindOf(KINDOF_SHRUBBERY)) requiredMask |= WEAPON_COLLIDE_SHRUBBERY;
if (thingWeCollidedWith->isKindOf(KINDOF_PROJECTILE)) requiredMask |= WEAPON_COLLIDE_PROJECTILE;
if (thingWeCollidedWith->getTemplate()->getFenceWidth() > 0) requiredMask |= WEAPON_COLLIDE_WALLS;
if (thingWeCollidedWith->isKindOf(KINDOF_SMALL_MISSILE)) requiredMask |= WEAPON_COLLIDE_SMALL_MISSILES; //All missiles are also projectiles!
if (thingWeCollidedWith->isKindOf(KINDOF_BALLISTIC_MISSILE)) requiredMask |= WEAPON_COLLIDE_BALLISTIC_MISSILES; //All missiles are also projectiles!
// if any in requiredMask are present in collidemask, do the collision. (srj)
if ((getProjectileCollideMask() & requiredMask) != 0)
return true;
//DEBUG_LOG(("Rejecting projectile collision between %s and %s!\n",projectile->getTemplate()->getName().str(),thingWeCollidedWith->getTemplate()->getName().str()));
return false;
}
//-------------------------------------------------------------------------------------------------
UnsignedInt WeaponTemplate::fireWeaponTemplate
(
const Object *sourceObj,
WeaponSlotType wslot,
Int specificBarrelToUse,
Object *victimObj,
const Coord3D* victimPos,
const WeaponBonus& bonus,
Bool isProjectileDetonation,
Bool ignoreRanges,
Weapon *firingWeapon,
ObjectID* projectileID,
Bool inflictDamage
) const
{
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
AsciiString targetStr;
if( TheGlobalData->m_extraLogging )
{
if( victimObj )
targetStr.format( "%s", victimObj->getTemplate()->getName().str() );
else if( victimPos )
targetStr.format( "%d,%d,%d", victimPos->x, victimPos->y, victimPos->z );
else
targetStr.format( "SELF." );
DEBUG_LOG( ("%d - WeaponTemplate::fireWeaponTemplate() begin - %s attacking %s - ",
TheGameLogic->getFrame(), sourceObj->getTemplate()->getName().str(), targetStr.str() ) );
}
#endif
//end -extraLogging
//CRCDEBUG_LOG(("WeaponTemplate::fireWeaponTemplate() from %s\n", DescribeObject(sourceObj).str()));
DEBUG_ASSERTCRASH(specificBarrelToUse >= 0, ("specificBarrelToUse should no longer be -1\n"));
if (sourceObj == NULL || (victimObj == NULL && victimPos == NULL))
{
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
if( TheGlobalData->m_extraLogging )
DEBUG_LOG( ("FAIL 1 (sourceObj %d == NULL || (victimObj %d == NULL && victimPos %d == NULL)\n", sourceObj != 0, victimObj != 0, victimPos != 0) );
#endif
//end -extraLogging
return 0;
}
DEBUG_ASSERTCRASH((m_primaryDamage > 0) || (victimObj == NULL), ("You can't really shoot a zero damage weapon at an Object.") );
ObjectID sourceID = sourceObj->getID();
const Coord3D* sourcePos = sourceObj->getPosition();
Real distSqr;
ObjectID victimID;
TBridgeAttackInfo info;
Coord3D victimPosStorage;
if (victimObj)
{
DEBUG_ASSERTLOG(sourceObj != victimObj, ("*** firing weapon at self -- is this really what you want?\n"));
victimPos = victimObj->getPosition();
victimID = victimObj->getID();
Coord3D sneakyOffset;
const AIUpdateInterface* ai = victimObj->getAI();
if (ai != NULL && ai->getSneakyTargetingOffset(&sneakyOffset))
{
victimPosStorage = *victimPos;
victimPosStorage.x += sneakyOffset.x;
victimPosStorage.y += sneakyOffset.y;
victimPosStorage.z += sneakyOffset.z;
victimPos = &victimPosStorage;
// for a sneaky offset, we always target a position rather than an object
victimObj = NULL;
victimID = INVALID_ID;
distSqr = ThePartitionManager->getDistanceSquared(sourceObj, victimPos, ATTACK_RANGE_CALC_TYPE);
}
else
{
if (victimObj->isKindOf(KINDOF_BRIDGE))
{
// Bridges are kind of oddball - they have 2 target points at either end.
TheTerrainLogic->getBridgeAttackPoints(victimObj, &info);
distSqr = ThePartitionManager->getDistanceSquared( sourceObj, &info.attackPoint1, ATTACK_RANGE_CALC_TYPE );
victimPos = &info.attackPoint1;
Real distSqr2 = ThePartitionManager->getDistanceSquared( sourceObj, &info.attackPoint2, ATTACK_RANGE_CALC_TYPE );
if (distSqr > distSqr2)
{
// Try the other one.
distSqr = distSqr2;
victimPos = &info.attackPoint2;
}
}
else
{
distSqr = ThePartitionManager->getDistanceSquared(sourceObj, victimObj, ATTACK_RANGE_CALC_TYPE);
}
}
}
else
{
victimID = INVALID_ID;
distSqr = ThePartitionManager->getDistanceSquared(sourceObj, victimPos, ATTACK_RANGE_CALC_TYPE);
}
// DEBUG_LOG(("WeaponTemplate::fireWeaponTemplate: firing weapon %s (source=%s, victim=%s)\n",
// m_name.str(),sourceObj->getTemplate()->getName().str(),victimObj?victimObj->getTemplate()->getName().str():"NULL"));
//Only perform this check if the weapon isn't a leech range weapon (which can have unlimited range!)
if( !ignoreRanges && !isLeechRangeWeapon() )
{
Real attackRangeSqr = sqr(getAttackRange(bonus));
if (distSqr > attackRangeSqr)
{
//DEBUG_ASSERTCRASH(distSqr < 5*5 || distSqr < attackRangeSqr*1.2f, ("*** victim is out of range (%f vs %f) of this weapon -- why did we attempt to fire?\n",sqrtf(distSqr),sqrtf(attackRangeSqr)));
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
if( TheGlobalData->m_extraLogging )
DEBUG_LOG( ("FAIL 2 (distSqr %.2f > attackRangeSqr %.2f)\n", distSqr, attackRangeSqr ) );
#endif
//end -extraLogging
return 0;
}
}
if (!ignoreRanges)
{
Real minAttackRangeSqr = sqr(getMinimumAttackRange());
#ifdef RATIONALIZE_ATTACK_RANGE
if (distSqr < minAttackRangeSqr && !isProjectileDetonation)
#else
if (distSqr < minAttackRangeSqr-0.5f && !isProjectileDetonation)
#endif
{
DEBUG_ASSERTCRASH(distSqr > minAttackRangeSqr*0.8f, ("*** victim is closer than min attack range (%f vs %f) of this weapon -- why did we attempt to fire?\n",sqrtf(distSqr),sqrtf(minAttackRangeSqr)));
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
if( TheGlobalData->m_extraLogging )
DEBUG_LOG( ("FAIL 3 (distSqr %.2f< minAttackRangeSqr %.2f - 0.5f && !isProjectileDetonation %d)\n", distSqr, minAttackRangeSqr, isProjectileDetonation ) );
#endif
//end -extraLogging
return 0;
}
}
// call this even if FXList is null, because this also handles stuff like Gun Barrel Recoil
if (sourceObj && sourceObj->getDrawable())
{
Coord3D targetPos;
if( victimObj )
{
victimObj->getGeometryInfo().getCenterPosition( *victimObj->getPosition(), targetPos );
}
else
{
targetPos.set( victimPos );
}
Real reAngle = getWeaponRecoilAmount();
Real reDir = reAngle != 0.0f ? (atan2(victimPos->y - sourcePos->y, victimPos->x - sourcePos->x)) : 0.0f;
VeterancyLevel v = sourceObj->getVeterancyLevel();
const FXList* fx = isProjectileDetonation ? getProjectileDetonateFX(v) : getFireFX(v);
if ( TheGameLogic->getFrame() < firingWeapon->getSuspendFXFrame() )
fx = NULL;
Bool handled;
if(!sourceObj->isLocallyControlled() // if user watching is not controller and
&& sourceObj->testStatus(OBJECT_STATUS_STEALTHED) // if unit is stealthed (like a Pathfinder)
&& !sourceObj->testStatus(OBJECT_STATUS_DETECTED) // but not detected...
&& !sourceObj->testStatus(OBJECT_STATUS_DISGUISED) // and not disguised...
&& !sourceObj->isKindOf(KINDOF_MINE) // and not a mine (which always do the FX, even if hidden)...
&& !isPlayFXWhenStealthed() // and not a weapon marked to playwhenstealthed
)
{
handled = TRUE; // then let's just pretend like we did the fx by returning true
}
else
{
handled = sourceObj->getDrawable()->handleWeaponFireFX(wslot,
specificBarrelToUse,
fx,
getWeaponSpeed(),
reAngle,
reDir,
&targetPos,
getPrimaryDamageRadius(bonus)
);
}
if (handled == false && fx != NULL)
{
// bah. just play it at the drawable's pos.
//DEBUG_LOG(("*** WeaponFireFX not fully handled by the client\n"));
const Coord3D* where = isContactWeapon() ? &targetPos : sourceObj->getDrawable()->getPosition();
FXList::doFXPos(fx, where, sourceObj->getDrawable()->getTransformMatrix(), getWeaponSpeed(), &targetPos, getPrimaryDamageRadius(bonus));
}
}
// Now do the FireOCL if there is one
if( sourceObj )
{
VeterancyLevel v = sourceObj->getVeterancyLevel();
const ObjectCreationList *oclToUse = isProjectileDetonation ? getProjectileDetonationOCL(v) : getFireOCL(v);
if( oclToUse )
ObjectCreationList::create( oclToUse, sourceObj, NULL );
}
Coord3D projectileDestination = *victimPos; //Need to copy this, as we have a pointer to their actual position
Real scatterRadius = 0.0f;
if( m_scatterRadius > 0.0f || m_infantryInaccuracyDist > 0.0f && victimObj && victimObj->isKindOf( KINDOF_INFANTRY ) )
{
// This weapon scatters, so clear the victimObj, as we are no longer shooting it directly,
// and find a random point within the radius to shoot at as victimPos
scatterRadius = m_scatterRadius;
// if it's an object, aim at the center, not the ground part (srj)
PathfindLayerEnum targetLayer = LAYER_GROUND;
if( victimObj )
{
if( victimObj->isKindOf( KINDOF_STRUCTURE ) )
{
victimObj->getGeometryInfo().getCenterPosition(*victimObj->getPosition(), projectileDestination);
}
if( m_infantryInaccuracyDist > 0.0f && victimObj->isKindOf( KINDOF_INFANTRY ) )
{
//If we are firing a weapon that is considered inaccurate against infantry, then add it to
//the scatter radius!
scatterRadius += m_infantryInaccuracyDist;
}
targetLayer = victimObj->getLayer();
}
//victimObj = NULL; // his position is already in victimPos, if he existed
//Randomize the scatter radius (sometimes it can be more accurate than others)
scatterRadius = GameLogicRandomValueReal( 0, scatterRadius );
Real scatterAngleRadian = GameLogicRandomValueReal( 0, 2*PI );
Coord3D firingOffset;
firingOffset.zero();
firingOffset.x = scatterRadius * Cos( scatterAngleRadian );
firingOffset.y = scatterRadius * Sin( scatterAngleRadian );
projectileDestination.x += firingOffset.x;
projectileDestination.y += firingOffset.y;
//What's suddenly become crucially important is to FIRE at the ground at this location!!!
//If we aim for the center point of our target and miss, the shot will go much farther than
//we expect!
// srj sez: we should actually fire at the layer the victim is on, if possible, in case it is on a bridge...
projectileDestination.z = TheTerrainLogic->getLayerHeight( projectileDestination.x, projectileDestination.y, targetLayer );
}
if (getProjectileTemplate() == NULL || isProjectileDetonation)
{
// see if we need to be called back at a later point to deal the damage.
Coord3D v;
v.x = victimPos->x - sourcePos->x;
v.y = victimPos->y - sourcePos->y;
v.z = victimPos->z - sourcePos->z;
// don't round the result; we WANT a fractional-frame-delay in this case.
Real delayInFrames = (v.length() / getWeaponSpeed());
ObjectID damageID = getDamageDealtAtSelfPosition() ? INVALID_ID : victimID;
if( firingWeapon->isLaser() )
{
if( scatterRadius <= getPrimaryDamageRadius( bonus ) || scatterRadius <= getSecondaryDamageRadius( bonus ) )
{
//The laser is close enough to damage the object, so just hit it directly. Some victim objects
//adjust the laser's position to prevent it from hitting the ground.
if( victimObj )
{
projectileDestination.set( victimObj->getPosition() );
}
firingWeapon->createLaser( sourceObj, victimObj, &projectileDestination );
}
else
{
//We are missing our intended target, so now we want to aim at the ground at the projectile offset.
damageID = INVALID_ID;
firingWeapon->createLaser( sourceObj, NULL, &projectileDestination );
}
if( inflictDamage )
{
dealDamageInternal( sourceID, damageID, &projectileDestination, bonus, isProjectileDetonation );
}
return TheGameLogic->getFrame();
}
const Coord3D* damagePos = getDamageDealtAtSelfPosition() ? sourcePos : victimPos;
if (delayInFrames < 1.0f)
{
// go ahead and do it now
//DEBUG_LOG(("WeaponTemplate::fireWeaponTemplate: firing weapon immediately!\n"));
if( inflictDamage )
{
dealDamageInternal(sourceID, damageID, damagePos, bonus, isProjectileDetonation);
}
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
if( TheGlobalData->m_extraLogging )
DEBUG_LOG( ("EARLY 4 (delayed damage applied now)\n") );
#endif
//end -extraLogging
return TheGameLogic->getFrame();
}
else
{
UnsignedInt when = 0;
if( TheWeaponStore && inflictDamage )
{
UnsignedInt delayInWholeFrames = REAL_TO_INT_CEIL(delayInFrames);
when = TheGameLogic->getFrame() + delayInWholeFrames;
//DEBUG_LOG(("WeaponTemplate::fireWeaponTemplate: firing weapon in %d frames (= %d)!\n", delayInWholeFrames,when));
TheWeaponStore->setDelayedDamage(this, damagePos, when, sourceID, damageID, bonus);
}
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
if( TheGlobalData->m_extraLogging )
DEBUG_LOG( ("EARLY 5 (delaying damage applied until frame %d)\n", when ) );
#endif
//end -extraLogging
return when;
}
}
else // must be a projectile
{
Player *owningPlayer = sourceObj->getControllingPlayer(); //Need to know so missiles don't collide with firer
Object *projectile = TheThingFactory->newObject( getProjectileTemplate(), owningPlayer->getDefaultTeam() );
projectile->setProducer(sourceObj);
//If the player has battle plans (America Strategy Center), then apply those bonuses
//to this object if applicable. Internally it validates certain kinds of objects.
//When projectiles are created, weapon bonuses such as damage may get applied.
if( owningPlayer->getNumBattlePlansActive() > 0 )
{
owningPlayer->applyBattlePlanBonusesForObject( projectile );
}
//Store the project ID in the object as the last projectile fired!
if (projectileID)
*projectileID = projectile->getID();
// Notify special power tracking
SpecialPowerCompletionDie *die = sourceObj->findSpecialPowerCompletionDie();
if (die)
{
die->notifyScriptEngine();
die = projectile->findSpecialPowerCompletionDie();
if (die)
{
die->setCreator(INVALID_ID);
}
}
else
{
die = projectile->findSpecialPowerCompletionDie();
if (die)
{
die->setCreator(sourceObj->getID());
}
}
firingWeapon->newProjectileFired( sourceObj, projectile, victimObj, victimPos );//The actual logic weapon needs to know this was created.
ProjectileUpdateInterface* pui = NULL;
for (BehaviorModule** u = projectile->getBehaviorModules(); *u; ++u)
{
if ((pui = (*u)->getProjectileUpdateInterface()) != NULL)
break;
}
if (pui)
{
VeterancyLevel v = sourceObj->getVeterancyLevel();
if( scatterRadius > 0.0f )
{
//With a scatter radius, don't follow the victim (overriding the intent).
pui->projectileLaunchAtObjectOrPosition( NULL, &projectileDestination, sourceObj, wslot, specificBarrelToUse, this, m_projectileExhausts[v] );
}
else
{
pui->projectileLaunchAtObjectOrPosition(victimObj, &projectileDestination, sourceObj, wslot, specificBarrelToUse, this, m_projectileExhausts[v]);
}
}
else
{
//DEBUG_CRASH(("Projectiles should implement ProjectileUpdateInterface!\n"));
// actually, this is ok, for things like Firestorm.... (srj)
projectile->setPosition(&projectileDestination);
}
//If we're launching a missile at a unit with valid countermeasures, then communicate it
if( projectile->isKindOf( KINDOF_SMALL_MISSILE ) && victimObj && victimObj->hasCountermeasures() )
{
const AIUpdateInterface *ai = victimObj->getAI();
//Only allow jets not currently supersonic to launch countermeasures
if( ai && ai->getCurLocomotorSetType() != LOCOMOTORSET_SUPERSONIC )
{
//This function will determine now whether or not the fired projectile will be diverted to
//an available decoy flare.
victimObj->reportMissileForCountermeasures( projectile );
}
}
//-extraLogging
#if (defined(_DEBUG) || defined(_INTERNAL))
if( TheGlobalData->m_extraLogging )
DEBUG_LOG( ("DONE\n") );
#endif
//end -extraLogging
return 0;
}
}
//-------------------------------------------------------------------------------------------------
void WeaponTemplate::trimOldHistoricDamage() const
{
UnsignedInt expirationDate = TheGameLogic->getFrame() - TheGlobalData->m_historicDamageLimit;
while (m_historicDamage.size() > 0)
{
HistoricWeaponDamageInfo& h = m_historicDamage.front();
if (h.frame <= expirationDate)
{
m_historicDamage.pop_front();
continue;
}
else
{
// since they are in strict chronological order,
// stop as soon as we get to a nonexpired one
break;
}
}
}
//-------------------------------------------------------------------------------------------------
static Bool is2DDistSquaredLessThan(const Coord3D& a, const Coord3D& b, Real distSqr)
{
Real da = sqr(a.x - b.x) + sqr(a.y - b.y);
return da <= distSqr;
}
//-------------------------------------------------------------------------------------------------
void WeaponTemplate::dealDamageInternal(ObjectID sourceID, ObjectID victimID, const Coord3D *pos, const WeaponBonus& bonus, Bool isProjectileDetonation) const
{
if (sourceID == 0) // must have a source
return;
if (victimID == 0 && pos == NULL) // must have some sort of destination
return;
Object *source = TheGameLogic->findObjectByID(sourceID); // might be null...
//
/** @todo We need to rewrite the historic stuff ... if you fire 5 missiles, and the 5th,
// one creates a firestorm ... and then half a second later another volley of 5 missiles
// come in, the second wave of 5 missiles would all do a historic weapon, making 5 more
// firestorms (CBD) */
//
trimOldHistoricDamage();
if( m_historicBonusCount > 0 && m_historicBonusWeapon != this )
{
Real radSqr = m_historicBonusRadius * m_historicBonusRadius;
Int count = 0;
UnsignedInt frameNow = TheGameLogic->getFrame();
UnsignedInt oldestThatWillCount = frameNow - m_historicBonusTime; // Anything before this frame is "more than two seconds ago" eg
for( HistoricWeaponDamageList::const_iterator it = m_historicDamage.begin(); it != m_historicDamage.end(); ++it )
{
if( it->frame >= oldestThatWillCount &&
is2DDistSquaredLessThan( *pos, it->location, radSqr ) )
{
// This one is close enough in time and distance, so count it. This is tracked by template since it applies
// across units, so don't try to clear historicDamage on success in here.
++count;
}
}
if( count >= m_historicBonusCount - 1 ) // minus 1 since we include ourselves implicitly
{
TheWeaponStore->createAndFireTempWeapon(m_historicBonusWeapon, source, pos);
/** @todo E3 hack! Clear the list for now to make sure we don't have multiple firestorms
* remove this when the branches merge back into one. What is causing the
* multiple firestorms, who is to say ... this is a plug, not a fix! */
m_historicDamage.clear();
}
else
{
// add AFTER checking for historic stuff
m_historicDamage.push_back( HistoricWeaponDamageInfo(frameNow, *pos) );
} // end else
} // if historic bonuses
//DEBUG_LOG(("WeaponTemplate::dealDamageInternal: dealing damage %s at frame %d\n",m_name.str(),TheGameLogic->getFrame()));
// if there's a specific victim, use it's pos (overriding the value passed in)
Object *primaryVictim = victimID ? TheGameLogic->findObjectByID(victimID) : NULL; // might be null...
if (primaryVictim)
{
pos = primaryVictim->getPosition();
}
DamageType damageType = getDamageType();
DeathType deathType = getDeathType();
ObjectStatusTypes damageStatusType = getDamageStatusType();
if (getProjectileTemplate() == NULL || isProjectileDetonation)
{
SimpleObjectIterator *iter;
Object *curVictim;
Real curVictimDistSqr;
Real primaryRadius = getPrimaryDamageRadius(bonus);
Real secondaryRadius = getSecondaryDamageRadius(bonus);
Real primaryDamage = getPrimaryDamage(bonus);
Real secondaryDamage = getSecondaryDamage(bonus);
Int affects = getAffectsMask();
DEBUG_ASSERTCRASH(secondaryRadius >= primaryRadius || secondaryRadius == 0.0f, ("secondary radius should be >= primary radius (or zero)\n"));
Real primaryRadiusSqr = sqr(primaryRadius);
Real radius = max(primaryRadius, secondaryRadius);
if (radius > 0.0f)
{
iter = ThePartitionManager->iterateObjectsInRange(pos, radius, DAMAGE_RANGE_CALC_TYPE);
curVictim = iter->firstWithNumeric(&curVictimDistSqr);
}
else
{
//DEBUG_ASSERTCRASH(primaryVictim != NULL, ("weapons without radii should always pass in specific victims"));
// check against victimID rather than primaryVictim, since we may have targeted a legitimate victim
// that got killed before the damage was dealt... (srj)
//DEBUG_ASSERTCRASH(victimID != 0, ("weapons without radii should always pass in specific victims"));
iter = NULL;
curVictim = primaryVictim;
curVictimDistSqr = 0.0f;
if( affects & WEAPON_KILLS_SELF )
{
DamageInfo damageInfo;
damageInfo.in.m_damageType = damageType;
damageInfo.in.m_deathType = deathType;
damageInfo.in.m_sourceID = sourceID;
damageInfo.in.m_sourcePlayerMask = 0;
damageInfo.in.m_damageStatusType = damageStatusType;
damageInfo.in.m_amount = HUGE_DAMAGE_AMOUNT;
source->attemptDamage( &damageInfo );
return;
}
}
MemoryPoolObjectHolder hold(iter);
for (; curVictim != NULL; curVictim = iter ? iter->nextWithNumeric(&curVictimDistSqr) : NULL)
{
Bool killSelf = false;
if (source != NULL)
{
// anytime something is designated as the "primary victim" (ie, the direct target
// of the weapon), we ignore all the "affects" flags.
if (curVictim != primaryVictim)
{
if( (affects & WEAPON_KILLS_SELF) && source == curVictim )
{
killSelf = true;
}
else
{
// should object ever be allowed to damage themselves? methinks not...
// exception: a few weapons allow this (eg, for suicide bombers).
if( (affects & WEAPON_AFFECTS_SELF) == 0 )
{
// Remember that source is a missile for some units, and they don't want to injure them'selves' either
if( source == curVictim || source->getProducerID() == curVictim->getID() )
{
//DEBUG_LOG(("skipping damage done to SELF...\n"));
continue;
}
}
if( affects & WEAPON_DOESNT_AFFECT_SIMILAR )
{
//This means we probably are affecting allies, but don't want to kill nearby members that are the same type as us.
//A good example are a group of terrorists blowing themselves up. We don't want to cause a domino effect that kills
//all of them.
if( source->getTemplate()->isEquivalentTo(curVictim->getTemplate()) && source->getRelationship( curVictim ) == ALLIES )
{
continue;
}
}
if ((affects & WEAPON_DOESNT_AFFECT_AIRBORNE) != 0 && curVictim->isSignificantlyAboveTerrain())
{
continue;
}
/*
The idea here is: if its our ally(/enemies), AND it's not the direct target, AND the weapon doesn't
do radius-damage to allies(/enemies)... skip it.
*/
Relationship r = curVictim->getRelationship(source);
Int requiredMask;
if (r == ALLIES)
requiredMask = WEAPON_AFFECTS_ALLIES;
else if (r == ENEMIES)
requiredMask = WEAPON_AFFECTS_ENEMIES;
else /* r == NEUTRAL */
requiredMask = WEAPON_AFFECTS_NEUTRALS;
if( !(affects & requiredMask) )
{
//Skip if we aren't affected by this weapon.
continue;
}
}
}
}
DamageInfo damageInfo;
damageInfo.in.m_damageType = damageType;
damageInfo.in.m_deathType = deathType;
damageInfo.in.m_sourceID = sourceID;
damageInfo.in.m_sourcePlayerMask = 0;
damageInfo.in.m_damageStatusType = damageStatusType;
Coord3D damageDirection;
damageDirection.zero();
if( curVictim && source )
{
damageDirection.set( curVictim->getPosition() );
damageDirection.sub( source->getPosition() );
}
Real allowedAngle = getRadiusDamageAngle();
if( allowedAngle < PI )
{
if( curVictim == NULL || source == NULL )
continue; // We are directional damage, but can't figure out our direction. Just bail.
// People can only be hit in a cone oriented as the firer is oriented
Vector3 sourceVector = source->getTransformMatrix()->Get_X_Vector();
Vector3 damageVector(damageDirection.x, damageDirection.y, damageDirection.z);
sourceVector.Normalize();
damageVector.Normalize();
// These are now normalized, so the dot productis actually the Cos of the angle they form
// A smaller Cos would mean a more obtuse angle
if( Vector3::Dot_Product(sourceVector, damageVector) < Cos(allowedAngle) )
continue;// Too far to the side, can't hurt them.
}
// Grab the vector between the source object causing the damage and the victim in order that we can
// simulate a shockwave pushing objects around
damageInfo.in.m_shockWaveAmount = m_shockWaveAmount;
if (damageInfo.in.m_shockWaveAmount > 0.0f)
{
// Calculate the vector of the shockwave
Coord3D shockWaveVector = damageDirection;
// Guard against zero vector. Make vector stright up if that is the case
if (fabs(shockWaveVector.x) < WWMATH_EPSILON &&
fabs(shockWaveVector.y) < WWMATH_EPSILON &&
fabs(shockWaveVector.z) < WWMATH_EPSILON)
{
shockWaveVector.z = 1.0f;
}
// Populate the damge information with the shockwave information
damageInfo.in.m_shockWaveVector = shockWaveVector;
damageInfo.in.m_shockWaveRadius = m_shockWaveRadius;
damageInfo.in.m_shockWaveTaperOff = m_shockWaveTaperOff;
}
if (source && source->getControllingPlayer()) {
damageInfo.in.m_sourcePlayerMask = source->getControllingPlayer()->getPlayerMask();
}
// note, don't bother with damage multipliers here...
// that's handled internally by the attemptDamage() method.
damageInfo.in.m_amount = (curVictimDistSqr <= primaryRadiusSqr) ? primaryDamage : secondaryDamage;
if( killSelf )
{
//Deal enough damage to kill yourself. I thought about getting the current health and applying
//enough unresistable damage to die... however it's possible that we have different types of
//deaths based on damage type and/or the possibility to resist certain damage types and
//surviving -- so instead, I'm blindly inflicting a very high value of the intended damage type.
damageInfo.in.m_amount = HUGE_DAMAGE_AMOUNT;
//BodyModuleInterface* body = curVictim->getBodyModule();
//if( body )
//{
// Real curVictimHealth = curVictim->getBodyModule()->getHealth();
// damageInfo.in.m_amount = __max( damageInfo.in.m_amount, curVictimHealth );
//}
}
// if the damage-dealer is a projectile, designate the damage as done by its launcher, not the projectile.
// this is much more useful for the AI...
if (source && source->isKindOf(KINDOF_PROJECTILE))
{
for (BehaviorModule** u = source->getBehaviorModules(); *u; ++u)
{
ProjectileUpdateInterface* pui = (*u)->getProjectileUpdateInterface();
if (pui != NULL)
{
damageInfo.in.m_sourceID = pui->projectileGetLauncherID();
break;
}
}
}
curVictim->attemptDamage(&damageInfo);
//DEBUG_ASSERTLOG(damageInfo.out.m_noEffect, ("WeaponTemplate::dealDamageInternal: dealt to %s %08lx: attempted %f, actual %f (%f)\n",
// curVictim->getTemplate()->getName().str(),curVictim,
// damageInfo.in.m_amount, damageInfo.out.m_actualDamageDealt, damageInfo.out.m_actualDamageClipped));
}
}
else
{
DEBUG_CRASH(("projectile weapons should never get dealDamage called directly\n"));
}
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
WeaponStore::WeaponStore()
{
}
//-------------------------------------------------------------------------------------------------
WeaponStore::~WeaponStore()
{
deleteAllDelayedDamage();
for (Int i = 0; i < m_weaponTemplateVector.size(); i++)
{
WeaponTemplate* wt = m_weaponTemplateVector[i];
if (wt)
wt->deleteInstance();
}
m_weaponTemplateVector.clear();
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::handleProjectileDetonation(const WeaponTemplate* wt, const Object *source, const Coord3D* pos, WeaponBonusConditionFlags extraBonusFlags, Bool inflictDamage )
{
Weapon* w = TheWeaponStore->allocateNewWeapon(wt, PRIMARY_WEAPON);
w->loadAmmoNow(source);
w->fireProjectileDetonationWeapon( source, pos, extraBonusFlags, inflictDamage );
w->deleteInstance();
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::createAndFireTempWeapon(const WeaponTemplate* wt, const Object *source, const Coord3D* pos)
{
if (wt == NULL)
return;
Weapon* w = TheWeaponStore->allocateNewWeapon(wt, PRIMARY_WEAPON);
w->loadAmmoNow(source);
w->fireWeapon(source, pos);
w->deleteInstance();
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::createAndFireTempWeapon(const WeaponTemplate* wt, const Object *source, Object *target)
{
//CRCDEBUG_LOG(("WeaponStore::createAndFireTempWeapon() for %s\n", DescribeObject(source)));
if (wt == NULL)
return;
Weapon* w = TheWeaponStore->allocateNewWeapon(wt, PRIMARY_WEAPON);
w->loadAmmoNow(source);
w->fireWeapon(source, target);
w->deleteInstance();
}
//-------------------------------------------------------------------------------------------------
const WeaponTemplate *WeaponStore::findWeaponTemplate( AsciiString name ) const
{
if (stricmp(name.str(), "None") == 0)
return NULL;
const WeaponTemplate * wt = findWeaponTemplatePrivate( TheNameKeyGenerator->nameToKey( name ) );
DEBUG_ASSERTCRASH(wt != NULL, ("Weapon %s not found!\n",name.str()));
return wt;
}
//-------------------------------------------------------------------------------------------------
WeaponTemplate *WeaponStore::findWeaponTemplatePrivate( NameKeyType key ) const
{
// search weapon list for name
for (Int i = 0; i < m_weaponTemplateVector.size(); i++)
if( m_weaponTemplateVector[ i ]->getNameKey() == key )
return m_weaponTemplateVector[i];
return NULL;
}
//-------------------------------------------------------------------------------------------------
WeaponTemplate *WeaponStore::newWeaponTemplate(AsciiString name)
{
// sanity
if(name.isEmpty())
return NULL;
// allocate a new weapon
WeaponTemplate *wt = newInstance(WeaponTemplate);
wt->m_name = name;
wt->m_nameKey = TheNameKeyGenerator->nameToKey( name );
m_weaponTemplateVector.push_back(wt);
return wt;
}
//-------------------------------------------------------------------------------------------------
WeaponTemplate *WeaponStore::newOverride(WeaponTemplate *weaponTemplate)
{
if (!weaponTemplate)
return NULL;
// allocate a new weapon
WeaponTemplate *wt = newInstance(WeaponTemplate);
(*wt) = (*weaponTemplate);
(wt)->friend_setNextTemplate(weaponTemplate);
return wt;
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::update()
{
for (std::list::iterator ddi = m_weaponDDI.begin(); ddi != m_weaponDDI.end(); )
{
UnsignedInt curFrame = TheGameLogic->getFrame();
if (curFrame >= ddi->m_delayDamageFrame)
{
// we never do projectile-detonation-damage via this code path.
const isProjectileDetonation = false;
ddi->m_delayedWeapon->dealDamageInternal(ddi->m_delaySourceID, ddi->m_delayIntendedVictimID, &ddi->m_delayDamagePos, ddi->m_bonus, isProjectileDetonation);
ddi = m_weaponDDI.erase(ddi);
}
else
{
++ddi;
}
}
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::deleteAllDelayedDamage()
{
m_weaponDDI.clear();
}
// ------------------------------------------------------------------------------------------------
void WeaponStore::resetWeaponTemplates( void )
{
for (Int i = 0; i < m_weaponTemplateVector.size(); i++)
{
WeaponTemplate* wt = m_weaponTemplateVector[i];
wt->reset();
}
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::reset()
{
// clean up any overriddes.
for (Int i = 0; i < m_weaponTemplateVector.size(); ++i)
{
WeaponTemplate *wt = m_weaponTemplateVector[i];
if (wt->isOverride())
{
WeaponTemplate *override = wt;
wt = wt->friend_clearNextTemplate();
override->deleteInstance();
}
}
deleteAllDelayedDamage();
resetWeaponTemplates();
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::setDelayedDamage(const WeaponTemplate *weapon, const Coord3D* pos, UnsignedInt whichFrame, ObjectID sourceID, ObjectID victimID, const WeaponBonus& bonus)
{
WeaponDelayedDamageInfo wi;
wi.m_delayedWeapon = weapon;
wi.m_delayDamagePos = *pos;
wi.m_delayDamageFrame = whichFrame;
wi.m_delaySourceID = sourceID;
wi.m_delayIntendedVictimID = victimID;
wi.m_bonus = bonus;
m_weaponDDI.push_back(wi);
}
//-------------------------------------------------------------------------------------------------
void WeaponStore::postProcessLoad()
{
if (!TheThingFactory)
{
DEBUG_CRASH(("you must call this after TheThingFactory is inited"));
return;
}
for (Int i = 0; i < m_weaponTemplateVector.size(); i++)
{
WeaponTemplate* wt = m_weaponTemplateVector[i];
if (wt)
wt->postProcessLoad();
}
} // end postProcessLoad
//-------------------------------------------------------------------------------------------------
/*static*/ void WeaponStore::parseWeaponTemplateDefinition(INI* ini)
{
AsciiString name;
// read the weapon name
const char* c = ini->getNextToken();
name.set(c);
// find existing item if present
WeaponTemplate *weapon = TheWeaponStore->findWeaponTemplatePrivate( TheNameKeyGenerator->nameToKey( name ) );
if (weapon)
{
if (ini->getLoadType() == INI_LOAD_CREATE_OVERRIDES)
weapon = TheWeaponStore->newOverride(weapon);
else
{
DEBUG_CRASH(("Weapon '%s' already exists, but OVERRIDE not specified", c));
return;
}
}
else
{
// no item is present, create a new one
weapon = TheWeaponStore->newWeaponTemplate(name);
}
// parse the ini weapon definition
ini->initFromINI(weapon, weapon->getFieldParse());
if (weapon->m_projectileName.isNone())
weapon->m_projectileName.clear();
#if defined(_DEBUG) || defined(_INTERNAL)
if (!weapon->getFireSound().getEventName().isEmpty() && weapon->getFireSound().getEventName().compareNoCase("NoSound") != 0)
{
DEBUG_ASSERTCRASH(TheAudio->isValidAudioEvent(&weapon->getFireSound()), ("Invalid FireSound %s in Weapon '%s'.", weapon->getFireSound().getEventName().str(), weapon->getName().str()));
}
#endif
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
Weapon::Weapon(const WeaponTemplate* tmpl, WeaponSlotType wslot)
{
// Weapons start empty; you must reload before use.
// (however, there is no delay for reloading the first time.)
m_template = tmpl;
m_wslot = wslot;
m_status = OUT_OF_AMMO;
m_ammoInClip = 0;
m_whenWeCanFireAgain = 0;
m_whenPreAttackFinished = 0;
m_whenLastReloadStarted = 0;
m_projectileStreamID = INVALID_ID;
m_leechWeaponRangeActive = false;
m_pitchLimited = (m_template->getMinTargetPitch() > -PI || m_template->getMaxTargetPitch() < PI);
m_maxShotCount = NO_MAX_SHOTS_LIMIT;
m_curBarrel = 0;
m_numShotsForCurBarrel = m_template->getShotsPerBarrel();
m_lastFireFrame = 0;
m_suspendFXFrame = TheGameLogic->getFrame() + m_template->getSuspendFXDelay();
}
//-------------------------------------------------------------------------------------------------
Weapon::Weapon(const Weapon& that)
{
// Weapons lose all ammo when copied.
this->m_template = that.m_template;
this->m_wslot = that.m_wslot;
this->m_status = OUT_OF_AMMO;
this->m_ammoInClip = 0;
this->m_whenPreAttackFinished = 0;
this->m_whenLastReloadStarted = 0;
this->m_whenWeCanFireAgain = 0;
this->m_projectileStreamID = INVALID_ID;
this->m_leechWeaponRangeActive = false;
this->m_pitchLimited = (m_template->getMinTargetPitch() > -PI || m_template->getMaxTargetPitch() < PI);
this->m_maxShotCount = NO_MAX_SHOTS_LIMIT;
this->m_curBarrel = 0;
this->m_numShotsForCurBarrel = m_template->getShotsPerBarrel();
this->m_lastFireFrame = 0;
this->m_suspendFXFrame = that.getSuspendFXFrame();
}
//-------------------------------------------------------------------------------------------------
Weapon& Weapon::operator=(const Weapon& that)
{
if (this != &that)
{
// Weapons lose all ammo when copied.
this->m_template = that.m_template;
this->m_wslot = that.m_wslot;
this->m_status = OUT_OF_AMMO;
this->m_ammoInClip = 0;
this->m_whenPreAttackFinished = 0;
this->m_whenLastReloadStarted = 0;
this->m_whenWeCanFireAgain = 0;
this->m_leechWeaponRangeActive = false;
this->m_pitchLimited = (m_template->getMinTargetPitch() > -PI || m_template->getMaxTargetPitch() < PI);
this->m_maxShotCount = NO_MAX_SHOTS_LIMIT;
this->m_curBarrel = 0;
this->m_lastFireFrame = 0;
this->m_suspendFXFrame = that.getSuspendFXFrame();
this->m_numShotsForCurBarrel = m_template->getShotsPerBarrel();
this->m_projectileStreamID = INVALID_ID;
}
return *this;
}
//-------------------------------------------------------------------------------------------------
Weapon::~Weapon()
{
}
//-------------------------------------------------------------------------------------------------
void Weapon::computeBonus(const Object *source, WeaponBonusConditionFlags extraBonusFlags, WeaponBonus& bonus) const
{
bonus.clear();
WeaponBonusConditionFlags flags = source->getWeaponBonusCondition();
//CRCDEBUG_LOG(("Weapon::computeBonus() - flags are %X for %s\n", flags, DescribeObject(source).str()));
flags |= extraBonusFlags;
if( source->getContainedBy() )
{
// We may be able to add in our container's flags
const ContainModuleInterface *theirContain = source->getContainedBy()->getContain();
if( theirContain && theirContain->isWeaponBonusPassedToPassengers() )
flags |= theirContain->getWeaponBonusPassedToPassengers();
}
if (TheGlobalData->m_weaponBonusSet)
TheGlobalData->m_weaponBonusSet->appendBonuses(flags, bonus);
const WeaponBonusSet* extra = m_template->getExtraBonus();
if (extra)
extra->appendBonuses(flags, bonus);
}
//-------------------------------------------------------------------------------------------------
void Weapon::loadAmmoNow(const Object *sourceObj)
{
WeaponBonus bonus;
computeBonus(sourceObj, 0, bonus);
reloadWithBonus(sourceObj, bonus, true);
}
//-------------------------------------------------------------------------------------------------
void Weapon::reloadAmmo(const Object *sourceObj)
{
WeaponBonus bonus;
computeBonus(sourceObj, 0, bonus);
reloadWithBonus(sourceObj, bonus, false);
}
//-------------------------------------------------------------------------------------------------
Int Weapon::getClipReloadTime(const Object *source) const
{
WeaponBonus bonus;
computeBonus(source, 0, bonus);
return m_template->getClipReloadTime(bonus);
}
//-------------------------------------------------------------------------------------------------
void Weapon::setClipPercentFull(Real percent, Bool allowReduction)
{
if (m_template->getClipSize() == 0)
return;
Int ammo = REAL_TO_INT_FLOOR(m_template->getClipSize() * percent);
if (ammo > m_ammoInClip || (allowReduction && ammo < m_ammoInClip))
{
m_ammoInClip = ammo;
m_status = m_ammoInClip ? OUT_OF_AMMO : READY_TO_FIRE;
//CRCDEBUG_LOG(("Weapon::setClipPercentFull() just set m_status to %d (ammo in clip is %d)\n", m_status, m_ammoInClip));
m_whenLastReloadStarted = TheGameLogic->getFrame();
m_whenWeCanFireAgain = m_whenLastReloadStarted;
//CRCDEBUG_LOG(("Just set m_whenWeCanFireAgain to %d in Weapon::setClipPercentFull\n", m_whenWeCanFireAgain));
rebuildScatterTargets();
}
}
//-------------------------------------------------------------------------------------------------
void Weapon::rebuildScatterTargets()
{
m_scatterTargetsUnused.clear();
Int scatterTargetsCount = m_template->getScatterTargetsVector().size();
if (scatterTargetsCount)
{
// When I reload, I need to rebuild the list of ScatterTargets to shoot at.
for (Int targetIndex = 0; targetIndex < scatterTargetsCount; targetIndex++)
m_scatterTargetsUnused.push_back( targetIndex );
}
}
//-------------------------------------------------------------------------------------------------
void Weapon::reloadWithBonus(const Object *sourceObj, const WeaponBonus& bonus, Bool loadInstantly)
{
if (m_template->getClipSize() > 0
&& m_ammoInClip == m_template->getClipSize()
&& !sourceObj->isReloadTimeShared())
return; // don't restart our reload delay.
m_ammoInClip = m_template->getClipSize();
if (m_ammoInClip <= 0)
m_ammoInClip = 0x7fffffff; // 0 == unlimited (or effectively so)
m_status = RELOADING_CLIP;
Real reloadTime = loadInstantly ? 0 : m_template->getClipReloadTime(bonus);
m_whenLastReloadStarted = TheGameLogic->getFrame();
m_whenWeCanFireAgain = m_whenLastReloadStarted + reloadTime;
//CRCDEBUG_LOG(("Just set m_whenWeCanFireAgain to %d in Weapon::reloadWithBonus 1\n", m_whenWeCanFireAgain));
// if we are sharing reload times
// go through other weapons in weapon set
// set their m_whenWeCanFireAgain to this guy's delay
// set their m_status to this guy's status
if (sourceObj->isReloadTimeShared())
{
for (Int wt = 0; wtgetWeaponInWeaponSlot((WeaponSlotType)wt);
if (weapon)
{
weapon->setPossibleNextShotFrame(m_whenWeCanFireAgain);
//CRCDEBUG_LOG(("Just set m_whenWeCanFireAgain to %d in Weapon::reloadWithBonus 2\n", m_whenWeCanFireAgain));
weapon->setStatus(RELOADING_CLIP);
}
}
}
rebuildScatterTargets();
}
//-------------------------------------------------------------------------------------------------
static void clipToTerrainExtent(Coord3D& approachTargetPos)
{
Region3D bounds;
TheTerrainLogic->getExtent(&bounds);
if (approachTargetPos.x < bounds.lo.x+PATHFIND_CELL_SIZE_F) {
approachTargetPos.x = bounds.lo.x+PATHFIND_CELL_SIZE_F;
}
if (approachTargetPos.y < bounds.lo.y+PATHFIND_CELL_SIZE_F) {
approachTargetPos.y = bounds.lo.y+PATHFIND_CELL_SIZE_F;
}
if (approachTargetPos.x > bounds.hi.x-PATHFIND_CELL_SIZE_F) {
approachTargetPos.x = bounds.hi.x-PATHFIND_CELL_SIZE_F;
}
if (approachTargetPos.y > bounds.hi.y-PATHFIND_CELL_SIZE_F) {
approachTargetPos.y = bounds.hi.y-PATHFIND_CELL_SIZE_F;
}
}
//-------------------------------------------------------------------------------------------------
void Weapon::onWeaponBonusChange(const Object *source)
{
// We are concerned with our reload times being off if our ROF just changed.
WeaponBonus bonus;
computeBonus(source, 0, bonus); // The middle arg is for projectiles to inherit damage bonus from launcher
Int newDelay;
Bool needUpdate = FALSE;
if( getStatus() == RELOADING_CLIP )
{
newDelay = m_template->getClipReloadTime(bonus);
needUpdate = TRUE;
}
else if( getStatus() == BETWEEN_FIRING_SHOTS )
{
newDelay = m_template->getDelayBetweenShots(bonus);
needUpdate = TRUE;
}
if( needUpdate )
{
m_whenLastReloadStarted = TheGameLogic->getFrame();
m_whenWeCanFireAgain = m_whenLastReloadStarted + newDelay;
if (source->isReloadTimeShared())
{
for (Int wt = 0; wtgetWeaponInWeaponSlot((WeaponSlotType)wt);
if (weapon)
{
weapon->setPossibleNextShotFrame(m_whenWeCanFireAgain);
weapon->setStatus(RELOADING_CLIP);
}
}
}
}
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::computeApproachTarget(const Object *source, const Object *target, const Coord3D *pos, Real angleOffset, Coord3D& approachTargetPos) const
{
// compute unit direction vector from us to our victim
const Coord3D *targetPos;
Coord3D dir;
if (target)
{
targetPos = target->getPosition();
ThePartitionManager->getVectorTo( target, source, ATTACK_RANGE_CALC_TYPE, dir );
}
else if (pos)
{
targetPos = pos;
ThePartitionManager->getVectorTo( source, pos, ATTACK_RANGE_CALC_TYPE, dir );
// Flip the vector to get from source to pos.
dir.x = -dir.x;
dir.y = -dir.y;
dir.z = -dir.z;
}
else
{
DEBUG_CRASH(("error"));
approachTargetPos.zero();
return false;
}
Real dist = dir.length();
Real minAttackRange = m_template->getMinimumAttackRange();
if (minAttackRange > PATHFIND_CELL_SIZE_F && dist < minAttackRange)
{
// We aret too close, so move away from the target.
DEBUG_ASSERTCRASH((minAttackRange<0.9f*getAttackRange(source)), ("Min attack range is too near attack range.\n"));
// Recompute dir, cause if the bounding spheres touch, it will be 0.
Coord3D srcPos = *source->getPosition();
dir.x = srcPos.x-targetPos->x;
dir.y = srcPos.y-targetPos->y;
#ifdef ATTACK_RANGE_IS_2D
dir.z = 0.0f;
#else
dir.z = srcPos.z-targetPos->z;
#endif
dir.normalize();
// if we're airborne and too close, just head for the opposite side.
if (source->isAboveTerrain())
{
// Don't do a 180 degree turn.
Real angle = atan2(-dir.y, -dir.x);
Real relAngle = source->getOrientation()- angle;
if (relAngle>2*PI) relAngle -= 2*PI;
if (relAngle<-2*PI) relAngle += 2*PI;
if (fabs(relAngle)getGeometryInfo().getBoundingCircleRadius();
attackRange += source->getGeometryInfo().getBoundingCircleRadius();
#else
if (target)
attackRange += target->getGeometryInfo().getBoundingSphereRadius();
attackRange += source->getGeometryInfo().getBoundingSphereRadius();
#endif
approachTargetPos.x = attackRange * dir.x + targetPos->x;
approachTargetPos.y = attackRange * dir.y + targetPos->y;
approachTargetPos.z = attackRange * dir.z + targetPos->z;
///@todo - make sure we can get to the approach position.
clipToTerrainExtent(approachTargetPos);
return false;
}
const Real FUDGE = 0.001f;
if (dist < FUDGE)
{
// we're close enough!
approachTargetPos = *source->getPosition();
return true;
}
else
{
if (isContactWeapon())
{
// Weapon is basically a contact weapon, like a car bomb. The approach target logic
// has been modified to let it approach the object, so just return the target position. jba.
approachTargetPos = *targetPos;
return false;
}
dir.x /= dist;
dir.y /= dist;
dir.z /= dist;
if (angleOffset != 0.0f)
{
Real angle = atan2(dir.y, dir.x);
dir.x = (Real)Cos(angle + angleOffset);
dir.y = (Real)Sin(angle + angleOffset);
}
// select a spot along the line between us, in range of our weapon
const Real ATTACK_RANGE_APPROACH_FUDGE = 0.9f;
Real attackRange = getAttackRange(source) * ATTACK_RANGE_APPROACH_FUDGE;
approachTargetPos.x = attackRange * dir.x + targetPos->x;
approachTargetPos.y = attackRange * dir.y + targetPos->y;
approachTargetPos.z = attackRange * dir.z + targetPos->z;
if (source->getAI() && source->getAI()->isAircraftThatAdjustsDestination()) {
// Adjust the target so that we are not stacked atop another aircraft.
TheAI->pathfinder()->adjustTargetDestination(source, target, pos, this, &approachTargetPos);
}
return false;
}
}
//-------------------------------------------------------------------------------------------------
//Special case attack range calculate that fakes moving the object (to a garrisoned point) without
//actually moving the object. This is used to help determine if a garrisoned unit not yet
//positioned can attack someone.
//-------------------------------------------------------------------------------------------------
Bool Weapon::isSourceObjectWithGoalPositionWithinAttackRange( const Object *source, const Coord3D *goalPos, const Object *target, const Coord3D *targetPos ) const
{
Real distSqr;
if( target )
distSqr = ThePartitionManager->getGoalDistanceSquared( source, goalPos, target, ATTACK_RANGE_CALC_TYPE );
else if( targetPos )
distSqr = ThePartitionManager->getGoalDistanceSquared( source, goalPos, targetPos, ATTACK_RANGE_CALC_TYPE );
else
return false;
Real attackRangeSqr = sqr( getAttackRange( source ) );
Real minAttackRangeSqr = sqr(m_template->getMinimumAttackRange());
#ifdef RATIONALIZE_ATTACK_RANGE
if (distSqr < minAttackRangeSqr)
#else
if (distSqr < minAttackRangeSqr-0.5f)
#endif
{
return false;
}
return (distSqr <= attackRangeSqr);
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isWithinAttackRange(const Object *source, const Coord3D* pos) const
{
Real distSqr = ThePartitionManager->getDistanceSquared( source, pos, ATTACK_RANGE_CALC_TYPE );
Real attackRangeSqr = sqr(getAttackRange(source));
Real minAttackRangeSqr = sqr(m_template->getMinimumAttackRange());
#ifdef RATIONALIZE_ATTACK_RANGE
if (distSqr < minAttackRangeSqr)
#else
if (distSqr < minAttackRangeSqr-0.5f)
#endif
{
return false;
}
return (distSqr <= attackRangeSqr);
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isWithinAttackRange(const Object *source, const Object *target) const
{
Real distSqr;
Real attackRangeSqr = sqr(getAttackRange(source));
if( !target->isKindOf(KINDOF_BRIDGE) )
{
distSqr = ThePartitionManager->getDistanceSquared( source, target, ATTACK_RANGE_CALC_TYPE );
}
else
{
// Special case - bridges have two attackable points at either end.
TBridgeAttackInfo info;
TheTerrainLogic->getBridgeAttackPoints(target, &info);
distSqr = ThePartitionManager->getDistanceSquared( source, &info.attackPoint1, ATTACK_RANGE_CALC_TYPE );
if (distSqr>attackRangeSqr)
{
// Try the other one.
distSqr = ThePartitionManager->getDistanceSquared( source, &info.attackPoint2, ATTACK_RANGE_CALC_TYPE );
}
}
Real minAttackRangeSqr = sqr(m_template->getMinimumAttackRange());
#ifdef RATIONALIZE_ATTACK_RANGE
if (distSqr < minAttackRangeSqr)
#else
if (distSqr < minAttackRangeSqr-0.5f)
#endif
{
// too close. can't attack.
return false;
}
if( distSqr <= attackRangeSqr )
{
// Note - only compare contact weapons with structures. If you do the collision check
// against vehicles, the attacker may get close enough to the vehicle to get crushed
// before it fires its weapon. jba.
if( isContactWeapon() && target->isKindOf(KINDOF_STRUCTURE))
{
//We're close enough to fire off ranged weapons -- but in the case of contact weapons
//we want to do a more detailed check to see if we're actually colliding with the target.
ObjectIterator *iter = ThePartitionManager->iteratePotentialCollisions( source->getPosition(), source->getGeometryInfo(), 0.0f );
MemoryPoolObjectHolder hold( iter );
for( Object *them = iter->first(); them; them = iter->next() )
{
if( target == them )
{
return true;
}
}
return false;
}
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isTooClose(const Object *source, const Object *target) const
{
Real minAttackRange = m_template->getMinimumAttackRange();
if (minAttackRange == 0.0f)
return false;
Real distSqr = ThePartitionManager->getDistanceSquared( source, target, ATTACK_RANGE_CALC_TYPE );
if (distSqr < sqr(minAttackRange))
{
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isTooClose( const Object *source, const Coord3D *pos ) const
{
Real minAttackRange = m_template->getMinimumAttackRange();
if (minAttackRange == 0.0f)
return false;
Real distSqr = ThePartitionManager->getDistanceSquared( source, pos, ATTACK_RANGE_CALC_TYPE );
if (distSqr < sqr(minAttackRange))
{
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isGoalPosWithinAttackRange(const Object *source, const Coord3D* goalPos, const Object *target, const Coord3D* targetPos) const
{
Real distSqr;
// Note - undersize by 1/4 of a pathfind cell, so that the goal is not teetering on the edge
// of firing range. jba.
// Note 2 - even with RATIONALIZE_ATTACK_RANGE, we still need to subtract 1/4 of a pathfind cell,
// otherwise if it teters on the edge, attacks can fail. jba.
Real attackRangeSqr = sqr(getAttackRange(source)-(PATHFIND_CELL_SIZE_F*0.25f));
if (target != NULL)
{
if (target->isKindOf(KINDOF_BRIDGE))
{
// Special case - bridges have two attackable points at either end.
TBridgeAttackInfo info;
TheTerrainLogic->getBridgeAttackPoints(target, &info);
distSqr = ThePartitionManager->getGoalDistanceSquared( source, goalPos, &info.attackPoint1, ATTACK_RANGE_CALC_TYPE );
if (distSqr>attackRangeSqr)
{
// Try the other one.
distSqr = ThePartitionManager->getGoalDistanceSquared( source, goalPos, &info.attackPoint2, ATTACK_RANGE_CALC_TYPE );
}
}
else
{
distSqr = ThePartitionManager->getGoalDistanceSquared( source, goalPos, target, ATTACK_RANGE_CALC_TYPE );
}
}
else
{
distSqr = ThePartitionManager->getGoalDistanceSquared( source, goalPos, targetPos, ATTACK_RANGE_CALC_TYPE );
}
// Note - oversize by 1/4 of a pathfind cell, so that the goal is not teetering on the edge
// of firing range. jba.
// Note 2 - even with RATIONALIZE_ATTACK_RANGE, we still need to add 1/4 of a pathfind cell,
// otherwise if it teters on the edge, attacks can fail. jba.
Real minAttackRangeSqr = sqr(m_template->getMinimumAttackRange()+(PATHFIND_CELL_SIZE_F*0.25f));
#ifdef RATIONALIZE_ATTACK_RANGE
if (distSqr < minAttackRangeSqr)
#else
if (distSqr < minAttackRangeSqr-0.5f)
#endif
{
return false;
}
return (distSqr <= attackRangeSqr);
}
//-------------------------------------------------------------------------------------------------
Real Weapon::getPercentReadyToFire() const
{
switch (getStatus())
{
case OUT_OF_AMMO:
case PRE_ATTACK:
return 0.0f;
case READY_TO_FIRE:
return 1.0f;
case BETWEEN_FIRING_SHOTS:
case RELOADING_CLIP:
{
UnsignedInt now = TheGameLogic->getFrame();
UnsignedInt nextShot = getPossibleNextShotFrame();
DEBUG_ASSERTCRASH(now >= m_whenLastReloadStarted, ("now >= m_whenLastReloadStarted"));
if (now >= nextShot)
return 1.0f;
DEBUG_ASSERTCRASH(nextShot >= m_whenLastReloadStarted, ("nextShot >= m_whenLastReloadStarted"));
UnsignedInt totalTime = nextShot - m_whenLastReloadStarted;
if (totalTime == 0)
{
return 1.0f;
}
UnsignedInt timeLeft = nextShot - now;
DEBUG_ASSERTCRASH(timeLeft <= totalTime, ("timeLeft <= totalTime"));
UnsignedInt timeSoFar = totalTime - timeLeft;
if (timeSoFar >= totalTime)
{
return 1.0f;
}
else
{
return (Real)timeSoFar / (Real)totalTime;
}
}
}
DEBUG_CRASH(("should not get here"));
return 0.0f;
}
//-------------------------------------------------------------------------------------------------
Real Weapon::getAttackRange(const Object *source) const
{
WeaponBonus bonus;
computeBonus(source, 0, bonus);
return m_template->getAttackRange(bonus);
//Contained objects have longer ranges.
//const Object *container = source->getContainedBy();
//if( container )
//{
// attackRange += container->getGeometryInfo().getBoundingCircleRadius();
//}
//return attackRange;
}
//-------------------------------------------------------------------------------------------------
Real Weapon::getAttackDistance(const Object *source, const Object *victimObj, const Coord3D* victimPos) const
{
Real range = getAttackRange(source);
if (victimObj != NULL)
{
#ifdef ATTACK_RANGE_IS_2D
range += source->getGeometryInfo().getBoundingCircleRadius();
range += victimObj->getGeometryInfo().getBoundingCircleRadius();
#else
range += source->getGeometryInfo().getBoundingSphereRadius();
range += victimObj->getGeometryInfo().getBoundingSphereRadius();
#endif
}
return range;
}
//-------------------------------------------------------------------------------------------------
Real Weapon::estimateWeaponDamage(const Object *sourceObj, const Object *victimObj, const Coord3D* victimPos)
{
if (!m_template)
return 0.0f;
// if the weapon is just reloading, it's ok. if it's out of ammo
// (and won't autoreload), then we aren't gonna do any damage.
if (getStatus() == OUT_OF_AMMO && !m_template->getAutoReloadsClip())
return 0.0f;
WeaponBonus bonus;
computeBonus(sourceObj, 0, bonus);
return m_template->estimateWeaponTemplateDamage(sourceObj, victimObj, victimPos, bonus);
}
//-------------------------------------------------------------------------------------------------
void Weapon::newProjectileFired(const Object *sourceObj, const Object *projectile, const Object *victimObj, const Coord3D *victimPos )
{
// If I have a stream, I need to tell it about this new guy
if( m_template->getProjectileStreamName().isEmpty() )
return; // nope, no streak logic to do
Object* projectileStream = TheGameLogic->findObjectByID(m_projectileStreamID);
if( projectileStream == NULL )
{
m_projectileStreamID = INVALID_ID; // reset, since it might have been "valid" but deleted out from under us
const ThingTemplate* pst = TheThingFactory->findTemplate(m_template->getProjectileStreamName());
projectileStream = TheThingFactory->newObject( pst, sourceObj->getControllingPlayer()->getDefaultTeam() );
if( projectileStream == NULL )
return;
m_projectileStreamID = projectileStream->getID();
}
//Check for projectile stream update
static NameKeyType key_ProjectileStreamUpdate = NAMEKEY("ProjectileStreamUpdate");
ProjectileStreamUpdate* update = (ProjectileStreamUpdate*)projectileStream->findUpdateModule(key_ProjectileStreamUpdate);
if( update )
{
update->setPosition( sourceObj->getPosition() );
update->addProjectile( sourceObj->getID(), projectile->getID(), victimObj ? victimObj->getID() : INVALID_ID, victimPos );
return;
}
}
//-------------------------------------------------------------------------------------------------
void Weapon::createLaser( const Object *sourceObj, const Object *victimObj, const Coord3D *victimPos )
{
const ThingTemplate* pst = TheThingFactory->findTemplate(m_template->getLaserName());
if( !pst )
{
DEBUG_CRASH( ("Weapon::createLaser(). %s could not find template for its laser %s.",
sourceObj->getTemplate()->getName().str(), m_template->getLaserName().str() ) );
return;
}
Object* laser = TheThingFactory->newObject( pst, sourceObj->getControllingPlayer()->getDefaultTeam() );
if( laser == NULL )
return;
// Give it a good basis in reality to ensure it can draw when on screen.
laser->setPosition(sourceObj->getPosition());
//Check for laser update
Drawable *draw = laser->getDrawable();
if( draw )
{
static NameKeyType key_LaserUpdate = NAMEKEY( "LaserUpdate" );
LaserUpdate *update = (LaserUpdate*)draw->findClientUpdateModule( key_LaserUpdate );
if( update )
{
Coord3D pos = *victimPos;
if( victimObj && !victimObj->isKindOf( KINDOF_PROJECTILE ) && !victimObj->isAirborneTarget() )
{
//Targets are positioned on the ground, so raise the beam up so we're not shooting their feet.
//Projectiles are a different story, target their exact position.
pos.z += 10.0f;
}
update->initLaser( sourceObj, victimObj, sourceObj->getPosition(), &pos, m_template->getLaserBoneName() );
}
}
}
//-------------------------------------------------------------------------------------------------
// return true if we auto-reloaded our clip after firing.
//DECLARE_PERF_TIMER(fireWeapon)
Bool Weapon::privateFireWeapon(
const Object *sourceObj,
Object *victimObj,
const Coord3D* victimPos,
Bool isProjectileDetonation,
Bool ignoreRanges,
WeaponBonusConditionFlags extraBonusFlags,
ObjectID* projectileID,
Bool inflictDamage
)
{
//CRCDEBUG_LOG(("Weapon::privateFireWeapon() for %s\n", DescribeObject(sourceObj).str()));
//USE_PERF_TIMER(fireWeapon)
if (projectileID)
*projectileID = INVALID_ID;
if (!m_template)
return false;
// If we are a networked weapon, tell everyone nearby they might want to get in on this shot
if( m_template->getRequestAssistRange() && victimObj )
processRequestAssistance( sourceObj, victimObj );
//For weapon templates that have the leech range weapon flag set, it essentially grants
//the weapon unlimited range for the remainder of the attack. While it's triggered here
//it's the AIAttackState machine that actually uses and resets this value.
//This makes the ASSUMPTION that it is IMPOSSIBLE TO FIRE A WEAPON WITHOUT BEING IN AN AIATTACKSTATE
//
// @todo srj -- this isn't a universally true assertion! eg, FireWeaponDie lets you do this easily.
//
if( m_template->isLeechRangeWeapon() )
{
setLeechRangeActive( TRUE );
}
//Special case damge type overrides requiring special handling.
switch( m_template->getDamageType() )
{
case DAMAGE_DEPLOY:
{
const AIUpdateInterface *ai = sourceObj->getAI();
if( ai )
{
const AssaultTransportAIInterface *atInterface = ai->getAssaultTransportAIInterface();
if( atInterface )
{
atInterface->beginAssault( victimObj );
}
}
break;
}
case DAMAGE_DISARM:
{
if (sourceObj && victimObj)
{
Bool found = false;
for (BehaviorModule** bmi = victimObj->getBehaviorModules(); *bmi; ++bmi)
{
LandMineInterface* lmi = (*bmi)->getLandMineInterface();
if (lmi)
{
VeterancyLevel v = sourceObj->getVeterancyLevel();
FXList::doFXPos(m_template->getFireFX(v), victimObj->getPosition(), victimObj->getTransformMatrix(), 0, victimObj->getPosition(), 0);
lmi->disarm();
found = true;
break;
}
}
// it's a mine, but doesn't have LandMineInterface...
if( !found && victimObj->isKindOf( KINDOF_MINE ) || victimObj->isKindOf( KINDOF_BOOBY_TRAP ) || victimObj->isKindOf( KINDOF_DEMOTRAP ) )
{
VeterancyLevel v = sourceObj->getVeterancyLevel();
FXList::doFXPos(m_template->getFireFX(v), victimObj->getPosition(), victimObj->getTransformMatrix(), 0, victimObj->getPosition(), 0);
TheGameLogic->destroyObject( victimObj );// douse this thing before somebody gets hurt!
found = true;
}
if( found )
{
sourceObj->getControllingPlayer()->getAcademyStats()->recordMineCleared();
}
}
--m_maxShotCount;
--m_ammoInClip; // so we can use the delay between shots on the mine clearing weapon
if (m_ammoInClip <= 0 && m_template->getAutoReloadsClip())
{
reloadAmmo(sourceObj);
return TRUE; // reloaded
}
else
{
return FALSE; // did not reload
}
}
case DAMAGE_HACK:
{
//We're using a hacker unit to hack a target. Hacking has various effects and
//instead of inflicting damage, we are waiting for a period of time until the hack takes effect.
//return FALSE;
}
}
WeaponBonus bonus;
computeBonus(sourceObj, extraBonusFlags, bonus);
DEBUG_ASSERTCRASH(getStatus() != OUT_OF_AMMO, ("Hmm, firing weapon that is OUT_OF_AMMO"));
DEBUG_ASSERTCRASH(getStatus() == READY_TO_FIRE, ("Hmm, Weapon is firing more often than should be possible"));
DEBUG_ASSERTCRASH(m_ammoInClip > 0, ("Hmm, firing an empty weapon"));
if (getStatus() != READY_TO_FIRE)
return false;
UnsignedInt now = TheGameLogic->getFrame();
Bool reloaded = false;
if (m_ammoInClip > 0)
{
Int barrelCount = sourceObj->getDrawable()->getBarrelCount(m_wslot);
if (m_curBarrel >= barrelCount)
{
m_curBarrel = 0;
m_numShotsForCurBarrel = m_template->getShotsPerBarrel();
}
if( m_scatterTargetsUnused.size() )
{
// If I have a set scatter pattern, I need to offset the target by a random pick from that pattern
if( victimObj )
{
victimPos = victimObj->getPosition();
victimObj = NULL;
}
Coord3D targetPos = *victimPos; // need to copy, as this pointer is actually inside somebody potentially
Int randomPick = GameLogicRandomValue( 0, m_scatterTargetsUnused.size() - 1 );
Int targetIndex = m_scatterTargetsUnused[randomPick];
Real scatterTargetScalar = getScatterTargetScalar();// essentially a radius, but operates only on this scatterTarget table
Coord2D scatterOffset = m_template->getScatterTargetsVector().at( targetIndex );
scatterOffset.x *= scatterTargetScalar;
scatterOffset.y *= scatterTargetScalar;
targetPos.x += scatterOffset.x;
targetPos.y += scatterOffset.y;
targetPos.z = TheTerrainLogic->getGroundHeight(targetPos.x, targetPos.y);
// To erase from a vector, put the last on the one you used and pop the back.
m_scatterTargetsUnused[randomPick] = m_scatterTargetsUnused.back();
m_scatterTargetsUnused.pop_back();
m_template->fireWeaponTemplate(sourceObj, m_wslot, m_curBarrel, victimObj, &targetPos, bonus, isProjectileDetonation, ignoreRanges, this, projectileID, inflictDamage );
}
else
{
m_template->fireWeaponTemplate(sourceObj, m_wslot, m_curBarrel, victimObj, victimPos, bonus, isProjectileDetonation, ignoreRanges, this, projectileID, inflictDamage );
}
m_lastFireFrame = now;
--m_ammoInClip;
--m_maxShotCount;
--m_numShotsForCurBarrel;
if (m_numShotsForCurBarrel <= 0)
{
++m_curBarrel;
m_numShotsForCurBarrel = m_template->getShotsPerBarrel();
}
if (m_ammoInClip <= 0)
{
if (m_template->getAutoReloadsClip())
{
reloadAmmo(sourceObj);
reloaded = true;
}
else
{
m_status = OUT_OF_AMMO;
m_whenWeCanFireAgain = 0x7fffffff;
//CRCDEBUG_LOG(("Just set m_whenWeCanFireAgain to %d in Weapon::privateFireWeapon 1\n", m_whenWeCanFireAgain));
}
}
else
{
m_status = BETWEEN_FIRING_SHOTS;
//CRCDEBUG_LOG(("Weapon::privateFireWeapon() just set m_status to BETWEEN_FIRING_SHOTS\n"));
Int delay = m_template->getDelayBetweenShots(bonus);
m_whenLastReloadStarted = now;
m_whenWeCanFireAgain = now + delay;
//CRCDEBUG_LOG(("Just set m_whenWeCanFireAgain to %d (delay is %d) in Weapon::privateFireWeapon\n", m_whenWeCanFireAgain, delay));
// if we are sharing reload times
// go through other weapons in weapon set
// set their m_whenWeCanFireAgain to this guy's delay
// set their m_status to this guy's status
if ( sourceObj->isReloadTimeShared() )
{
for (Int wt = 0; wtgetWeaponInWeaponSlot((WeaponSlotType)wt);
if (weapon)
{
weapon->setPossibleNextShotFrame(m_whenWeCanFireAgain);
//CRCDEBUG_LOG(("Just set m_whenWeCanFireAgain to %d in Weapon::privateFireWeapon 3\n", m_whenWeCanFireAgain));
weapon->setStatus(BETWEEN_FIRING_SHOTS);
}
}
}
}
}
return reloaded;
}
//-------------------------------------------------------------------------------------------------
void Weapon::preFireWeapon( const Object *source, const Object *victim )
{
Int delay = getPreAttackDelay( source, victim );
if( delay > 0 )
{
setStatus( PRE_ATTACK );
setPreAttackFinishedFrame( TheGameLogic->getFrame() + delay );
if( m_template->isLeechRangeWeapon() )
{
setLeechRangeActive( TRUE );
}
}
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::fireWeapon(const Object *source, Object *target, ObjectID* projectileID)
{
//CRCDEBUG_LOG(("Weapon::fireWeapon() for %s at %s\n", DescribeObject(source).str(), DescribeObject(target).str()));
return privateFireWeapon( source, target, NULL, false, false, 0, projectileID, TRUE );
}
//-------------------------------------------------------------------------------------------------
// return true if we auto-reloaded our clip after firing.
Bool Weapon::fireWeapon(const Object *source, const Coord3D* pos, ObjectID* projectileID)
{
//CRCDEBUG_LOG(("Weapon::fireWeapon() for %s\n", DescribeObject(source).str()));
return privateFireWeapon( source, NULL, pos, false, false, 0, projectileID, TRUE );
}
//-------------------------------------------------------------------------------------------------
void Weapon::fireProjectileDetonationWeapon(const Object *source, Object *target, WeaponBonusConditionFlags extraBonusFlags, Bool inflictDamage )
{
//CRCDEBUG_LOG(("Weapon::fireProjectileDetonationWeapon() for %sat %s\n", DescribeObject(source).str(), DescribeObject(target).str()));
privateFireWeapon( source, target, NULL, true, false, extraBonusFlags, NULL, inflictDamage );
}
//-------------------------------------------------------------------------------------------------
void Weapon::fireProjectileDetonationWeapon(const Object *source, const Coord3D* pos, WeaponBonusConditionFlags extraBonusFlags, Bool inflictDamage )
{
//CRCDEBUG_LOG(("Weapon::fireProjectileDetonationWeapon() for %s\n", DescribeObject(source).str()));
privateFireWeapon( source, NULL, pos, true, false, extraBonusFlags, NULL, inflictDamage );
}
//-------------------------------------------------------------------------------------------------
//Currently, this function was added to allow a script to force fire a weapon,
//and immediately gain control of the weapon that was fired to give it special orders...
Object* Weapon::forceFireWeapon( const Object *source, const Coord3D *pos)
{
//CRCDEBUG_LOG(("Weapon::forceFireWeapon() for %s\n", DescribeObject(source).str()));
//Force the ammo to load instantly.
//loadAmmoNow( source );
//Fire the weapon at the position. Internally, it'll store the weapon projectile ID if so created.
ObjectID projectileID = INVALID_ID;
const Bool ignoreRange = true;
privateFireWeapon(source, NULL, pos, false, ignoreRange, NULL, &projectileID, TRUE );
return TheGameLogic->findObjectByID( projectileID );
}
//-------------------------------------------------------------------------------------------------
WeaponStatus Weapon::getStatus() const
{
UnsignedInt now = TheGameLogic->getFrame();
if( now < m_whenPreAttackFinished )
{
return PRE_ATTACK;
}
if( now >= m_whenWeCanFireAgain )
{
if (m_ammoInClip > 0)
m_status = READY_TO_FIRE;
else
m_status = OUT_OF_AMMO;
//CRCDEBUG_LOG(("Weapon::getStatus() just set m_status to %d (ammo in clip is %d)\n", m_status, m_ammoInClip));
}
return m_status;
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isWithinTargetPitch(const Object *source, const Object *victim) const
{
if (isContactWeapon() || !isPitchLimited())
return true;
const Coord3D* src = source->getPosition();
const Coord3D* dst = victim->getPosition();
const Real ACCCEPTABLE_DZ = 10.0f;
if (fabs(dst->z - src->z) < ACCCEPTABLE_DZ)
return true; // always good enough if dz is small, regardless of pitch
Real minPitch, maxPitch;
source->getGeometryInfo().calcPitches(*src, victim->getGeometryInfo(), *dst, minPitch, maxPitch);
// if there's any intersection between the the two pitch ranges, we're good to go.
if ((minPitch >= m_template->getMinTargetPitch() && minPitch <= m_template->getMaxTargetPitch()) ||
(maxPitch >= m_template->getMinTargetPitch() && maxPitch <= m_template->getMaxTargetPitch()) ||
(minPitch <= m_template->getMinTargetPitch() && maxPitch >= m_template->getMaxTargetPitch()))
return true;
//DEBUG_LOG(("pitch %f-%f is out of range\n",rad2deg(minPitch),rad2deg(maxPitch),rad2deg(m_template->getMinTargetPitch()),rad2deg(m_template->getMaxTargetPitch())));
return false;
}
//-------------------------------------------------------------------------------------------------
Real Weapon::getPrimaryDamageRadius(const Object *source) const
{
WeaponBonus bonus;
computeBonus(source, 0, bonus);
return m_template->getPrimaryDamageRadius(bonus);
}
//-------------------------------------------------------------------------------------------------
Bool Weapon::isDamageWeapon() const
{
//These damage types are special attacks that don't do damage directly, even
//if they can indirectly. These are here to prevent the UI from allowing the
//user to mouseover a target and think it can attack it using these types.
switch( m_template->getDamageType() )
{
case DAMAGE_DEPLOY:
//Kris @todo
//Evaluate a better way to handle this weapon type... doesn't fit being a damage weapon.
//May want to check if cargo can attack!
return TRUE;
case DAMAGE_DISARM:
return TRUE; // hmm, can only "damage" mines, but still...
case DAMAGE_HACK:
return FALSE;
}
//Use no bonus
WeaponBonus whoCares;
if( m_template->getPrimaryDamage( whoCares ) > 0.0f || m_template->getSecondaryDamage( whoCares ) > 0.0f )
{
return TRUE;
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Int Weapon::getPreAttackDelay( const Object *source, const Object *victim ) const
{
// Look for a reason to return zero and have no delay.
WeaponPrefireType type = m_template->getPrefireType();
if( type == PREFIRE_PER_CLIP )
{
if( m_template->getClipSize() > 0 && m_ammoInClip < m_template->getClipSize() )
return 0;// I only delay once a clip, and this is not the first shot
}
else if( type == PREFIRE_PER_ATTACK )
{
if( source->getNumConsecutiveShotsFiredAtTarget( victim ) > 0 )
return 0;// I only delay once an attack, and I have already shot this guy
}
//else it is per shot, so it always applies
WeaponBonus bonus;
computeBonus(source, 0, bonus);
return m_template->getPreAttackDelay( bonus );
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
class AssistanceRequestData
{
public:
AssistanceRequestData();
const Object *m_requestingObject;
Object *m_victimObject;
Real m_requestDistanceSquared;
};
//-------------------------------------------------------------------------------------------------
AssistanceRequestData::AssistanceRequestData()
{
m_requestingObject = NULL;
m_victimObject = NULL;
m_requestDistanceSquared = 0.0f;
}
//-------------------------------------------------------------------------------------------------
static void makeAssistanceRequest( Object *requestOf, void *userData )
{
AssistanceRequestData *requestData = (AssistanceRequestData *)userData;
// Don't ask ourselves (can't believe I forgot this one)
if( requestOf == requestData->m_requestingObject )
return;
// Only request of our kind of people
if( !requestOf->getTemplate()->isEquivalentTo( requestData->m_requestingObject->getTemplate() ) )
return;
// Who are close enough
Real distSq = ThePartitionManager->getDistanceSquared( requestOf, requestData->m_requestingObject, FROM_CENTER_2D );
if( distSq > requestData->m_requestDistanceSquared )
return;
// and respond to requests
static const NameKeyType key_assistUpdate = NAMEKEY("AssistedTargetingUpdate");
AssistedTargetingUpdate *assistModule = (AssistedTargetingUpdate*)requestOf->findUpdateModule(key_assistUpdate);
if( assistModule == NULL )
return;
// and say yes
if( !assistModule->isFreeToAssist() )
return;
assistModule->assistAttack( requestData->m_requestingObject, requestData->m_victimObject );
}
//-------------------------------------------------------------------------------------------------
void Weapon::processRequestAssistance( const Object *requestingObject, Object *victimObject )
{
// Iterate through our player's objects, and tell everyone like us within our assistance range
// who is free to do so to assist us on this shot.
Player *ourPlayer = requestingObject->getControllingPlayer();
if( !ourPlayer )
return;
AssistanceRequestData requestData;
requestData.m_requestingObject = requestingObject;
requestData.m_victimObject = victimObject;
requestData.m_requestDistanceSquared = m_template->getRequestAssistRange() * m_template->getRequestAssistRange();
ourPlayer->iterateObjects( makeAssistanceRequest, &requestData );
}
//-------------------------------------------------------------------------------------------------
/*static*/ void Weapon::calcProjectileLaunchPosition(
const Object* launcher,
WeaponSlotType wslot,
Int specificBarrelToUse,
Matrix3D& worldTransform,
Coord3D& worldPos
)
{
if( launcher->getContainedBy() )
{
// If we are in an enclosing container, our launch position is our actual position. Yes, I am putting
// a minor case and an oft used function, but the major case is huge and full of math.
if(launcher->getContainedBy()->getContain()->isEnclosingContainerFor(launcher))
{
worldTransform = *launcher->getTransformMatrix();
Vector3 tmp = worldTransform.Get_Translation();
worldPos.x = tmp.X;
worldPos.y = tmp.Y;
worldPos.z = tmp.Z;
return;
}
}
Real turretAngle = 0.0f;
Real turretPitch = 0.0f;
const AIUpdateInterface* ai = launcher->getAIUpdateInterface();
WhichTurretType tur = ai ? ai->getWhichTurretForWeaponSlot(wslot, &turretAngle, &turretPitch) : TURRET_INVALID;
//CRCDEBUG_LOG(("calcProjectileLaunchPosition(): Turret %d, slot %d, barrel %d for %s\n", tur, wslot, specificBarrelToUse, DescribeObject(launcher).str()));
Matrix3D attachTransform(true);
Coord3D turretRotPos = {0.0f, 0.0f, 0.0f};
Coord3D turretPitchPos = {0.0f, 0.0f, 0.0f};
const Drawable* draw = launcher->getDrawable();
//CRCDEBUG_LOG(("Do we have a drawable? %d\n", (draw != NULL)));
if (!draw || !draw->getProjectileLaunchOffset(wslot, specificBarrelToUse, &attachTransform, tur, &turretRotPos, &turretPitchPos))
{
//CRCDEBUG_LOG(("ProjectileLaunchPos %d %d not found!\n",wslot, specificBarrelToUse));
DEBUG_CRASH(("ProjectileLaunchPos %d %d not found!\n",wslot, specificBarrelToUse));
attachTransform.Make_Identity();
turretRotPos.zero();
turretPitchPos.zero();
}
if (tur != TURRET_INVALID)
{
// The attach transform is the pristine front and center position of the fire point
// We can't read from the client, so we need to reproduce the actual point that
// takes turn and pitch into account.
Matrix3D turnAdjustment(1);
Matrix3D pitchAdjustment(1);
// To rotate about a point, move that point to 0,0, rotate, then move it back.
// Pre rotate will keep the first twist from screwing the angle of the second pitch
pitchAdjustment.Translate( turretPitchPos.x, turretPitchPos.y, turretPitchPos.z );
pitchAdjustment.In_Place_Pre_Rotate_Y(-turretPitch);
pitchAdjustment.Translate( -turretPitchPos.x, -turretPitchPos.y, -turretPitchPos.z );
turnAdjustment.Translate( turretRotPos.x, turretRotPos.y, turretRotPos.z );
turnAdjustment.In_Place_Pre_Rotate_Z(turretAngle);
turnAdjustment.Translate( -turretRotPos.x, -turretRotPos.y, -turretRotPos.z );
#ifdef ALLOW_TEMPORARIES
attachTransform = turnAdjustment * pitchAdjustment * attachTransform;
#else
Matrix3D tmp = attachTransform;
attachTransform.mul(turnAdjustment, pitchAdjustment);
attachTransform.postMul(tmp);
#endif
}
//#if defined(_DEBUG) || defined(_INTERNAL)
// Real muzzleHeight = attachTransform.Get_Z_Translation();
// DEBUG_ASSERTCRASH( muzzleHeight > 0.001f, ("YOUR TURRET HAS A VERY LOW PROJECTILE LAUNCH POSITION, BUT FOUND A VALID BONE. DID YOU PICK THE WRONG ONE? %s", launcher->getTemplate()->getName().str()));
//#endif
launcher->convertBonePosToWorldPos(NULL, &attachTransform, NULL, &worldTransform);
Vector3 tmp = worldTransform.Get_Translation();
worldPos.x = tmp.X;
worldPos.y = tmp.Y;
worldPos.z = tmp.Z;
}
//-------------------------------------------------------------------------------------------------
/*static*/ void Weapon::positionProjectileForLaunch(
Object* projectile,
const Object* launcher,
WeaponSlotType wslot,
Int specificBarrelToUse
)
{
//CRCDEBUG_LOG(("Weapon::positionProjectileForLaunch() for %s from %s\n",
//DescribeObject(projectile).str(), DescribeObject(launcher).str()));
// if our launch vehicle is gone, destroy ourselves
if (launcher == NULL)
{
TheGameLogic->destroyObject( projectile );
return;
}
Matrix3D worldTransform(true);
Coord3D worldPos;
Weapon::calcProjectileLaunchPosition(launcher, wslot, specificBarrelToUse, worldTransform, worldPos);
projectile->getDrawable()->setDrawableHidden(false);
projectile->setTransformMatrix(&worldTransform);
projectile->setPosition(&worldPos);
projectile->getExperienceTracker()->setExperienceSink( launcher->getID() );
const PhysicsBehavior* launcherPhys = launcher->getPhysics();
PhysicsBehavior* missilePhys = projectile->getPhysics();
if (launcherPhys && missilePhys)
{
launcherPhys->transferVelocityTo(missilePhys);
missilePhys->setIgnoreCollisionsWith(launcher);
}
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
void Weapon::getFiringLineOfSightOrigin(const Object* source, Coord3D& origin) const
{
//GS 1-6-03
// Sorry, but we have to simplify this. If we take the actual projectile launch pos, then
// that point can change. Take a Ranger with his gun on his shoulder. His point is very high so
// he clears this check and transitions to attacking. This puts his gun at waist level and
// now he fails this check so he transitions back. Our height won't change.
origin.z += source->getGeometryInfo().getMaxHeightAbovePosition();
/*
if (m_template->getProjectileTemplate() == NULL)
{
// note that we want to measure from the top of the collision
// shape, not the bottom! (most objects have eyes a lot closer
// to their head than their feet. if we have really odd critters
// with eye-feet, we'll need to change this assumption.)
origin.z += source->getGeometryInfo().getMaxHeightAbovePosition();
}
else
{
Matrix3D tmp(true);
Coord3D launchPos = {0.0f, 0.0f, 0.0f};
calcProjectileLaunchPosition(source, m_wslot, m_curBarrel, tmp, launchPos);
origin.x += launchPos.x - source->getPosition()->x;
origin.y += launchPos.y - source->getPosition()->y;
origin.z += launchPos.z - source->getPosition()->z;
}
*/
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
Bool Weapon::isClearFiringLineOfSightTerrain(const Object* source, const Object* victim) const
{
Coord3D origin;
origin = *source->getPosition();
//CRCDEBUG_LOG(("Weapon::isClearFiringLineOfSightTerrain(Object) for %s\n", DescribeObject(source).str()));
//DUMPCOORD3D(&origin);
getFiringLineOfSightOrigin(source, origin);
Coord3D victimPos;
victim->getGeometryInfo().getCenterPosition( *victim->getPosition(), victimPos );
//CRCDEBUG_LOG(("Weapon::isClearFiringLineOfSightTerrain() - victimPos is (%g,%g,%g) (%X,%X,%X)\n",
// victimPos.x, victimPos.y, victimPos.z,
// AS_INT(victimPos.x),AS_INT(victimPos.y),AS_INT(victimPos.z)));
return ThePartitionManager->isClearLineOfSightTerrain(NULL, origin, NULL, victimPos);
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
Bool Weapon::isClearFiringLineOfSightTerrain(const Object* source, const Coord3D& victimPos) const
{
Coord3D origin;
origin = *source->getPosition();
//CRCDEBUG_LOG(("Weapon::isClearFiringLineOfSightTerrain(Coord3D) for %s\n", DescribeObject(source).str()));
//DUMPCOORD3D(&origin);
getFiringLineOfSightOrigin(source, origin);
return ThePartitionManager->isClearLineOfSightTerrain(NULL, origin, NULL, victimPos);
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
/** Determine whether if source was at goalPos whether it would have clear line of sight. */
Bool Weapon::isClearGoalFiringLineOfSightTerrain(const Object* source, const Coord3D& goalPos, const Object* victim) const
{
Coord3D origin=goalPos;
//CRCDEBUG_LOG(("Weapon::isClearGoalFiringLineOfSightTerrain(Object) for %s\n", DescribeObject(source).str()));
//DUMPCOORD3D(&origin);
getFiringLineOfSightOrigin(source, origin);
Coord3D victimPos;
victim->getGeometryInfo().getCenterPosition( *victim->getPosition(), victimPos );
return ThePartitionManager->isClearLineOfSightTerrain(NULL, origin, NULL, victimPos);
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
/** Determine whether if source was at goalPos whether it would have clear line of sight. */
Bool Weapon::isClearGoalFiringLineOfSightTerrain(const Object* source, const Coord3D& goalPos, const Coord3D& victimPos) const
{
Coord3D origin=goalPos;
//CRCDEBUG_LOG(("Weapon::isClearGoalFiringLineOfSightTerrain(Coord3D) for %s\n", DescribeObject(source).str()));
//DUMPCOORD3D(&origin);
getFiringLineOfSightOrigin(source, origin);
//CRCDEBUG_LOG(("Weapon::isClearFiringLineOfSightTerrain() - victimPos is (%g,%g,%g) (%X,%X,%X)\n",
// victimPos.x, victimPos.y, victimPos.z,
// AS_INT(victimPos.x),AS_INT(victimPos.y),AS_INT(victimPos.z)));
return ThePartitionManager->isClearLineOfSightTerrain(NULL, origin, NULL, victimPos);
}
//-------------------------------------------------------------------------------------------------
//Kris: Patch 1.01 - November 10, 2003
//This function was added to transfer key weapon stats for Jarmen Kell to and from the bike for
//the sniper attack, so he can share the stats.
//-------------------------------------------------------------------------------------------------
void Weapon::transferNextShotStatsFrom( const Weapon &weapon )
{
m_whenWeCanFireAgain = weapon.getPossibleNextShotFrame();
m_whenLastReloadStarted = weapon.getLastReloadStartedFrame();
m_status = weapon.getStatus();
}
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void Weapon::crc( Xfer *xfer )
{
#ifdef DEBUG_CRC
AsciiString logString;
AsciiString tmp;
Bool doLogging = g_logObjectCRCs;
if (doLogging)
{
tmp.format("CRC of weapon %s: ", m_template->getName().str());
logString.concat(tmp);
}
#endif DEBUG_CRC
AsciiString tmplName = m_template->getName();
xfer->xferAsciiString(&tmplName);
// slot
xfer->xferUser( &m_wslot, sizeof( WeaponSlotType ) );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_wslot %d ", m_wslot);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// status
/*
xfer->xferUser( &m_status, sizeof( WeaponStatus ) );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_status %d ", m_status);
logString.concat(tmp);
}
#endif // DEBUG_CRC
*/
// ammo
xfer->xferUnsignedInt( &m_ammoInClip );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_ammoInClip %d ", m_ammoInClip);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// when can fire again
xfer->xferUnsignedInt( &m_whenWeCanFireAgain );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_whenWeCanFireAgain %d ", m_whenWeCanFireAgain);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// when pre attack finished
xfer->xferUnsignedInt( &m_whenPreAttackFinished );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_whenPreAttackFinished %d ", m_whenPreAttackFinished);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// when last reload started
xfer->xferUnsignedInt( &m_whenLastReloadStarted );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_whenLastReloadStarted %d ", m_whenLastReloadStarted);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// last fire frame
xfer->xferUnsignedInt( &m_lastFireFrame );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_lastFireFrame %d ", m_lastFireFrame);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// projectile stream object
xfer->xferObjectID( &m_projectileStreamID );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("projectileStreamID %d ", m_projectileStreamID);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// laser object (defunct)
ObjectID laserIDUnused = INVALID_ID;
xfer->xferObjectID( &laserIDUnused );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("laserID %d ", laserIDUnused);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// max shot count
xfer->xferInt( &m_maxShotCount );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_maxShotCount %d ", m_maxShotCount);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// current barrel
xfer->xferInt( &m_curBarrel );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_curBarrel %d ", m_curBarrel);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// num shots for current barrel
xfer->xferInt( &m_numShotsForCurBarrel );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_numShotsForCurBarrel %d ", m_numShotsForCurBarrel);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// scatter targets unused
UnsignedShort scatterCount = m_scatterTargetsUnused.size();
xfer->xferUnsignedShort( &scatterCount );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("scatterCount %d ", scatterCount);
logString.concat(tmp);
}
#endif // DEBUG_CRC
Int intData;
std::vector< Int >::const_iterator it;
for( it = m_scatterTargetsUnused.begin(); it != m_scatterTargetsUnused.end(); ++it )
{
intData = *it;
xfer->xferInt( &intData );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("%d ", intData);
logString.concat(tmp);
}
#endif // DEBUG_CRC
} // end for, it
// pitch limited
xfer->xferBool( &m_pitchLimited );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_pitchLimited %d ", m_pitchLimited);
logString.concat(tmp);
}
#endif // DEBUG_CRC
// leech weapon range active
xfer->xferBool( &m_leechWeaponRangeActive );
#ifdef DEBUG_CRC
if (doLogging)
{
tmp.format("m_leechWeaponRangeActive %d ", m_leechWeaponRangeActive);
logString.concat(tmp);
}
#endif // DEBUG_CRC
#ifdef DEBUG_CRC
if (doLogging)
{
CRCDEBUG_LOG(("%s\n", logString.str()));
}
#endif // DEBUG_CRC
} // end crc
// ------------------------------------------------------------------------------------------------
/** Xfer
* Version Info:
* 1: Initial version */
// ------------------------------------------------------------------------------------------------
void Weapon::xfer( Xfer *xfer )
{
// version
const XferVersion currentVersion = 3;
XferVersion version = currentVersion;
xfer->xferVersion( &version, currentVersion );
if (version >= 2)
{
AsciiString tmplName = m_template->getName();
xfer->xferAsciiString(&tmplName);
if (xfer->getXferMode() == XFER_LOAD)
{
m_template = TheWeaponStore->findWeaponTemplate(tmplName);
if (m_template == NULL)
throw INI_INVALID_DATA;
}
}
// slot
xfer->xferUser( &m_wslot, sizeof( WeaponSlotType ) );
// status
xfer->xferUser( &m_status, sizeof( WeaponStatus ) );
// ammo
xfer->xferUnsignedInt( &m_ammoInClip );
// when can fire again
xfer->xferUnsignedInt( &m_whenWeCanFireAgain );
// wehn pre attack finished
xfer->xferUnsignedInt( &m_whenPreAttackFinished );
// when last reload started
xfer->xferUnsignedInt( &m_whenLastReloadStarted );
// last fire frame
xfer->xferUnsignedInt( &m_lastFireFrame );
// suspendFXFrame, this affects client only
if ( version >= 3 )
xfer->xferUnsignedInt( &m_suspendFXFrame );
else
m_suspendFXFrame = 0;
// projectile stream object
xfer->xferObjectID( &m_projectileStreamID );
// laser object
ObjectID laserIDUnused = INVALID_ID;
xfer->xferObjectID( &laserIDUnused );
// max shot count
xfer->xferInt( &m_maxShotCount );
// current barrel
xfer->xferInt( &m_curBarrel );
// num shots for current barrel
xfer->xferInt( &m_numShotsForCurBarrel );
// scatter targets unused
UnsignedShort scatterCount = m_scatterTargetsUnused.size();
xfer->xferUnsignedShort( &scatterCount );
Int intData;
if( xfer->getXferMode() == XFER_SAVE )
{
std::vector< Int >::const_iterator it;
for( it = m_scatterTargetsUnused.begin(); it != m_scatterTargetsUnused.end(); ++it )
{
intData = *it;
xfer->xferInt( &intData );
} // end for, it
} // end if, save
else
{
// sanity, the scatter targets must be empty
m_scatterTargetsUnused.clear();
for( UnsignedShort i = 0; i < scatterCount; ++i )
{
xfer->xferInt( &intData );
m_scatterTargetsUnused.push_back( intData );
} // end for, i
} // end else, load
// pitch limited
xfer->xferBool( &m_pitchLimited );
// leech weapon range active
xfer->xferBool( &m_leechWeaponRangeActive );
} // end xfer
// ------------------------------------------------------------------------------------------------
/** Load post process */
// ------------------------------------------------------------------------------------------------
void Weapon::loadPostProcess( void )
{
if( m_projectileStreamID != INVALID_ID )
{
Object* projectileStream = TheGameLogic->findObjectByID( m_projectileStreamID );
if( projectileStream == NULL )
{
m_projectileStreamID = INVALID_ID;
}
}
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
void WeaponBonus::appendBonuses(WeaponBonus& bonus) const
{
for (int f = 0; f < WeaponBonus::FIELD_COUNT; ++f)
{
bonus.m_field[f] += this->m_field[f] - 1.0f;
}
}
//-------------------------------------------------------------------------------------------------
/*static*/ void WeaponBonusSet::parseWeaponBonusSet(INI* ini, void* /*instance*/, void* store, const void* /*userData*/)
{
WeaponBonusSet* self = (WeaponBonusSet*)store;
self->parseWeaponBonusSet(ini);
}
//-------------------------------------------------------------------------------------------------
/*static*/ void WeaponBonusSet::parseWeaponBonusSetPtr(INI* ini, void* /*instance*/, void* store, const void* /*userData*/)
{
WeaponBonusSet** selfPtr = (WeaponBonusSet**)store;
(*selfPtr)->parseWeaponBonusSet(ini);
}
//-------------------------------------------------------------------------------------------------
void WeaponBonusSet::parseWeaponBonusSet(INI* ini)
{
WeaponBonusConditionType wb = (WeaponBonusConditionType)INI::scanIndexList(ini->getNextToken(), TheWeaponBonusNames);
WeaponBonus::Field wf = (WeaponBonus::Field)INI::scanIndexList(ini->getNextToken(), TheWeaponBonusFieldNames);
m_bonus[wb].setField(wf, INI::scanPercentToReal(ini->getNextToken()));
}
//-------------------------------------------------------------------------------------------------
void WeaponBonusSet::appendBonuses(WeaponBonusConditionFlags flags, WeaponBonus& bonus) const
{
if (flags == 0)
return; // my, that was easy
for (int i = 0; i < WEAPONBONUSCONDITION_COUNT; ++i)
{
if ((flags & (1 << i)) == 0)
continue;
this->m_bonus[i].appendBonuses(bonus);
}
}