예제 #1
0
int Map_Example::run (void)
{
  ACE_TRACE ("Map_Example::run");

  // Corresponding KeyType objects are created on the fly.
  for (int i = 0; i < 100; i++)
    {
      map_.bind (i, DataElement (i));
    }

  ACE_DEBUG ((LM_DEBUG, ACE_TEXT ("Map has\n")));
  for (int j = 0; j < 100; j++)
    {
      DataElement d;
      int result = map_.find (j,d);
      if (result == 0)
        {
          ACE_DEBUG ((LM_DEBUG, ACE_TEXT ("%d:"), d.getData ()));
        }
    }
  ACE_DEBUG ((LM_DEBUG, ACE_TEXT ("\n")));

  // Iterate in the forward direction.
  this->iterate_forward ();

  // Iterate in the other direction.
  this->iterate_reverse ();

  // Remove all elements from the map.
  this->remove_all ();

  // Iterate in the forward direction.
  this->iterate_forward ();

  return 0;
}
예제 #2
0
static bool InitParamMap()
{
	paramMap["next"]  = DataElement(READONLY_TYPE);
	paramMap["pairs"] = DataElement(READONLY_TYPE);

	// dummy UnitDef for address lookups
	const UnitDef& ud = *unitDefHandler->unitDefs[0];
	const char* start = ADDRESS(ud);

/*
ADD_FLOAT("maxRange",       maxRange);       // CUSTOM
ADD_BOOL("hasShield",       hasShield);      // CUSTOM
ADD_BOOL("canParalyze",     canParalyze);    // CUSTOM
ADD_BOOL("canStockpile",    canStockpile);   // CUSTOM
ADD_BOOL("canAttackWater",  canAttackWater); // CUSTOM
*/
// ADD_INT("buildOptionsCount", ud.buildOptions.size(")); // CUSTOM

	ADD_FUNCTION("builder", ud, ReturnFalse); // DEPRECATED
	ADD_FUNCTION("floater", ud, ReturnFalse); // DEPRECATED
	ADD_FUNCTION("canDGun", ud, ReturnFalse); // DEPRECATED
	ADD_FUNCTION("canCrash", ud, ReturnFalse); // DEPRECATED
	ADD_FUNCTION("isCommander", ud, ReturnFalse); // DEPRECATED
	ADD_FUNCTION("moveData", ud.pathType, ReturnNil); // DEPRECATED
	ADD_FUNCTION("type", ud, ReturnEmptyString); // DEPRECATED
	ADD_FUNCTION("maxSlope", ud, ReturnMinusOne); // DEPRECATED

	ADD_FUNCTION("totalEnergyOut", ud, TotalEnergyOut);

	ADD_FUNCTION("modCategories",      ud.categoryString,  CategorySetFromString);
	ADD_FUNCTION("springCategories",   ud.category,        CategorySetFromBits);
	ADD_FUNCTION("noChaseCategories",  ud.noChaseCategory, CategorySetFromBits);

	ADD_FUNCTION("customParams",       ud.customParams,       CustomParamsTable);
	ADD_FUNCTION("buildOptions",       ud.buildOptions,       BuildOptions);
	ADD_FUNCTION("decoyDef",           ud.decoyDef,           UnitDefToID);
	ADD_FUNCTION("weapons",            ud.weapons,            WeaponsTable);
	ADD_FUNCTION("sounds",             ud.sounds,             SoundsTable);
	ADD_FUNCTION("model",              ud,                    ModelTable);
	ADD_FUNCTION("moveDef",            ud.pathType,           MoveDefTable);
	ADD_FUNCTION("shieldWeaponDef",    ud.shieldWeaponDef,    WeaponDefToID);
	ADD_FUNCTION("stockpileWeaponDef", ud.stockpileWeaponDef, WeaponDefToID);
	ADD_FUNCTION("iconType",           ud.iconType,           SafeIconType);

	ADD_FUNCTION("isTransport", ud, IsTransportUnit);
	ADD_FUNCTION("isImmobile", ud, IsImmobileUnit);
	ADD_FUNCTION("isBuilding", ud, IsBuildingUnit);
	ADD_FUNCTION("isBuilder", ud, IsBuilderUnit);
	ADD_FUNCTION("isMobileBuilder", ud, IsMobileBuilderUnit);
	ADD_FUNCTION("isStaticBuilder", ud, IsStaticBuilderUnit);
	ADD_FUNCTION("isFactory", ud, IsFactoryUnit);
	ADD_FUNCTION("isExtractor", ud, IsExtractorUnit);
	ADD_FUNCTION("isGroundUnit", ud, IsGroundUnit);
	ADD_FUNCTION("isAirUnit", ud, IsAirUnit);
	ADD_FUNCTION("isStrafingAirUnit", ud, IsStrafingAirUnit);
	ADD_FUNCTION("isHoveringAirUnit", ud, IsHoveringAirUnit);
	ADD_FUNCTION("isFighterAirUnit", ud, IsFighterAirUnit);
	ADD_FUNCTION("isBomberAirUnit", ud, IsBomberAirUnit);

	ADD_FUNCTION("height",  ud, ModelHeight);
	ADD_FUNCTION("radius",  ud, ModelRadius);
	ADD_FUNCTION("minx",    ud, ModelMinx);
	ADD_FUNCTION("midx",    ud, ModelMidx);
	ADD_FUNCTION("maxx",    ud, ModelMaxx);
	ADD_FUNCTION("miny",    ud, ModelMiny);
	ADD_FUNCTION("midy",    ud, ModelMidy);
	ADD_FUNCTION("maxy",    ud, ModelMaxy);
	ADD_FUNCTION("minz",    ud, ModelMinz);
	ADD_FUNCTION("midz",    ud, ModelMidz);
	ADD_FUNCTION("maxz",    ud, ModelMaxz);

	ADD_INT("id", ud.id);
	ADD_INT("cobID", ud.cobID);

	ADD_STRING("name",      ud.name);
	ADD_STRING("humanName", ud.humanName);

	ADD_STRING("tooltip", ud.tooltip);

	ADD_STRING("wreckName", ud.wreckName);

	ADD_FUNCTION("deathExplosion", ud.deathExpWeaponDef, WeaponDefToName);
	ADD_FUNCTION("selfDExplosion", ud.selfdExpWeaponDef, WeaponDefToName);

	ADD_STRING("buildpicname", ud.buildPicName);

	ADD_INT("techLevel",   ud.techLevel);
	ADD_INT("maxThisUnit", ud.maxThisUnit);

	ADD_FLOAT("metalUpkeep",    ud.metalUpkeep);
	ADD_FLOAT("energyUpkeep",   ud.energyUpkeep);
	ADD_FLOAT("metalMake",      ud.metalMake);
	ADD_FLOAT("makesMetal",     ud.makesMetal);
	ADD_FLOAT("energyMake",     ud.energyMake);
	ADD_FLOAT("metalCost",      ud.metal);
	ADD_FLOAT("energyCost",     ud.energy);
	ADD_FLOAT("buildTime",      ud.buildTime);
	ADD_FLOAT("extractsMetal",  ud.extractsMetal);
	ADD_FLOAT("extractRange",   ud.extractRange);
	ADD_FLOAT("windGenerator",  ud.windGenerator);
	ADD_FLOAT("tidalGenerator", ud.tidalGenerator);
	ADD_FLOAT("metalStorage",   ud.metalStorage);
	ADD_FLOAT("energyStorage",  ud.energyStorage);

	ADD_DEPRECATED_LUADEF_KEY("extractSquare");

	ADD_FLOAT("power", ud.power);

	ADD_FLOAT("health",       ud.health);
	ADD_FLOAT("autoHeal",     ud.autoHeal);
	ADD_FLOAT("idleAutoHeal", ud.idleAutoHeal);

	ADD_INT("idleTime", ud.idleTime);

	ADD_BOOL("canSelfD", ud.canSelfD);
	ADD_INT("selfDCountdown", ud.selfDCountdown);

	ADD_FLOAT("speed",    ud.speed);
	ADD_FLOAT("turnRate", ud.turnRate);
	ADD_BOOL("turnInPlace", ud.turnInPlace);
	ADD_FLOAT("turnInPlaceSpeedLimit", ud.turnInPlaceSpeedLimit);

	ADD_BOOL("upright", ud.upright);
	ADD_BOOL("collide", ud.collide);

	ADD_FLOAT("losHeight",     ud.losHeight);
	ADD_FLOAT("losRadius",     ud.losRadius);
	ADD_FLOAT("airLosRadius",  ud.airLosRadius);

	ADD_INT("radarRadius",    ud.radarRadius);
	ADD_INT("sonarRadius",    ud.sonarRadius);
	ADD_INT("jammerRadius",   ud.jammerRadius);
	ADD_INT("sonarJamRadius", ud.sonarJamRadius);
	ADD_INT("seismicRadius",  ud.seismicRadius);

	ADD_FLOAT("seismicSignature", ud.seismicSignature);

	ADD_BOOL("stealth",      ud.stealth);
	ADD_BOOL("sonarStealth", ud.sonarStealth);

	ADD_FLOAT("mass", ud.mass);

	ADD_FLOAT("maxHeightDif",  ud.maxHeightDif);
	ADD_FLOAT("minWaterDepth", ud.minWaterDepth);
	ADD_FLOAT("maxWaterDepth", ud.maxWaterDepth);
	ADD_FLOAT("waterline",     ud.waterline);

	ADD_INT("flankingBonusMode",   ud.flankingBonusMode);
	ADD_FLOAT("flankingBonusMax",  ud.flankingBonusMax);
	ADD_FLOAT("flankingBonusMin",  ud.flankingBonusMin);
	ADD_FLOAT("flankingBonusDirX", ud.flankingBonusDir.x);
	ADD_FLOAT("flankingBonusDirY", ud.flankingBonusDir.y);
	ADD_FLOAT("flankingBonusDirZ", ud.flankingBonusDir.z);
	ADD_FLOAT("flankingBonusMobilityAdd", ud.flankingBonusMobilityAdd);

	ADD_INT("armorType",         ud.armorType);
	ADD_FLOAT("armoredMultiple", ud.armoredMultiple);

	ADD_FLOAT("minCollisionSpeed", ud.minCollisionSpeed);
	ADD_FLOAT("slideTolerance",    ud.slideTolerance);

	ADD_FLOAT("maxWeaponRange", ud.maxWeaponRange);
	ADD_FLOAT("maxCoverage", ud.maxCoverage);

	ADD_BOOL( "buildRange3D",   ud.buildRange3D);
	ADD_FLOAT("buildDistance",  ud.buildDistance);
	ADD_FLOAT("buildSpeed",     ud.buildSpeed);
	ADD_FLOAT("repairSpeed",    ud.repairSpeed);
	ADD_FLOAT("maxRepairSpeed", ud.repairSpeed);
	ADD_FLOAT("reclaimSpeed",   ud.reclaimSpeed);
	ADD_FLOAT("resurrectSpeed", ud.resurrectSpeed);
	ADD_FLOAT("captureSpeed",   ud.captureSpeed);
	ADD_FLOAT("terraformSpeed", ud.terraformSpeed);

	ADD_BOOL("canSubmerge",       ud.canSubmerge);
	ADD_BOOL("floatOnWater",      ud.floatOnWater);
	ADD_BOOL("canFly",            ud.canfly);
	ADD_BOOL("canMove",           ud.canmove);
	ADD_BOOL("onOffable",         ud.onoffable);
	ADD_BOOL("activateWhenBuilt", ud.activateWhenBuilt);

	ADD_DEPRECATED_LUADEF_KEY("canHover");

	ADD_BOOL("reclaimable", ud.reclaimable);
	ADD_BOOL("capturable",  ud.capturable);
	ADD_BOOL("repairable",  ud.repairable);

	ADD_BOOL("canManualFire",         ud.canManualFire);
	ADD_BOOL("canCloak",              ud.canCloak);
	ADD_BOOL("canRestore",            ud.canRestore);
	ADD_BOOL("canRepair",             ud.canRepair);
	ADD_BOOL("canSelfRepair",         ud.canSelfRepair);
	ADD_BOOL("canReclaim",            ud.canReclaim);
	ADD_BOOL("canAttack",             ud.canAttack);
	ADD_BOOL("canPatrol",             ud.canPatrol);
	ADD_BOOL("canFight",              ud.canFight);
	ADD_BOOL("canGuard",              ud.canGuard);
	ADD_BOOL("canAssist",             ud.canAssist);
	ADD_BOOL("canBeAssisted",         ud.canBeAssisted);
	ADD_BOOL("canRepeat",             ud.canRepeat);
	ADD_BOOL("canCapture",            ud.canCapture);
	ADD_BOOL("canResurrect",          ud.canResurrect);
	ADD_BOOL("canLoopbackAttack",     ud.canLoopbackAttack);
	ADD_BOOL("canFireControl",        ud.canFireControl);
	ADD_INT( "fireState",             ud.fireState);
	ADD_INT( "moveState",             ud.moveState);
	ADD_BOOL("fullHealthFactory",     ud.fullHealthFactory);
	ADD_BOOL("factoryHeadingTakeoff", ud.factoryHeadingTakeoff);

	//aircraft stuff
	ADD_DEPRECATED_LUADEF_KEY("drag");
	ADD_FLOAT("wingDrag",     ud.wingDrag);
	ADD_FLOAT("wingAngle",    ud.wingAngle);
	ADD_FLOAT("crashDrag",    ud.crashDrag);
	ADD_FLOAT("frontToSpeed", ud.frontToSpeed);
	ADD_FLOAT("speedToFront", ud.speedToFront);
	ADD_FLOAT("myGravity",    ud.myGravity);
	ADD_FLOAT("verticalSpeed",ud.verticalSpeed);

	ADD_FLOAT("maxBank",      ud.maxBank);
	ADD_FLOAT("maxPitch",     ud.maxPitch);
	ADD_FLOAT("turnRadius",   ud.turnRadius);
	ADD_FLOAT("wantedHeight", ud.wantedHeight);
	ADD_BOOL("hoverAttack",   ud.hoverAttack);
	ADD_BOOL("airStrafe",     ud.airStrafe);
	ADD_BOOL("bankingAllowed",ud.bankingAllowed);
	ADD_BOOL("useSmoothMesh", ud.useSmoothMesh);

	// < 0 means it can land,
	// >= 0 indicates how much the unit will move during hovering on the spot
	ADD_FLOAT("dlHoverFactor", ud.dlHoverFactor);

//	bool DontLand (") { return dlHoverFactor >= 0.0f; }

	ADD_FLOAT("maxAcc",      ud.maxAcc);
	ADD_FLOAT("maxDec",      ud.maxDec);
	ADD_FLOAT("maxAileron",  ud.maxAileron);
	ADD_FLOAT("maxElevator", ud.maxElevator);
	ADD_FLOAT("maxRudder",   ud.maxRudder);

	ADD_FLOAT("maxFuel",    ud.maxFuel);
	ADD_FLOAT("refuelTime", ud.refuelTime);

	ADD_FLOAT("minAirBasePower", ud.minAirBasePower);

//	unsigned char* yardmapLevels[6];
//	unsigned char* yardmaps[4];			//Iterations of the Ymap for building rotation

	ADD_INT("xsize", ud.xsize);
	ADD_INT("zsize", ud.zsize);

	// transport stuff
	ADD_INT(  "transportCapacity",     ud.transportCapacity);
	ADD_INT(  "transportSize",         ud.transportSize);
	ADD_FLOAT("transportMass",         ud.transportMass);
	ADD_FLOAT("loadingRadius",         ud.loadingRadius);
	ADD_BOOL( "isAirBase",             ud.isAirBase);
	ADD_BOOL( "isFirePlatform",        ud.isFirePlatform);
	ADD_BOOL( "holdSteady",            ud.holdSteady);
	ADD_BOOL( "releaseHeld",           ud.releaseHeld);
	ADD_BOOL( "cantBeTransported",     ud.cantBeTransported);
	ADD_BOOL( "transportByEnemy",      ud.transportByEnemy);
	ADD_INT(  "transportUnloadMethod", ud.transportUnloadMethod);
	ADD_FLOAT("fallSpeed",             ud.fallSpeed);
	ADD_FLOAT("unitFallSpeed",         ud.unitFallSpeed);

	ADD_BOOL( "startCloaked",     ud.startCloaked);
	ADD_FLOAT("cloakCost",        ud.cloakCost);
	ADD_FLOAT("cloakCostMoving",  ud.cloakCostMoving);
	ADD_FLOAT("decloakDistance",  ud.decloakDistance);
	ADD_BOOL( "decloakSpherical", ud.decloakSpherical);
	ADD_BOOL( "decloakOnFire",    ud.decloakOnFire);
	ADD_INT(  "cloakTimeout",     ud.cloakTimeout);

	ADD_BOOL( "canKamikaze",    ud.canKamikaze);
	ADD_FLOAT("kamikazeDist",   ud.kamikazeDist);
	ADD_BOOL( "kamikazeUseLOS", ud.kamikazeUseLOS);

	ADD_BOOL("targfac", ud.targfac);

	ADD_BOOL("needGeo",   ud.needGeo);
	ADD_BOOL("isFeature", ud.isFeature);

	ADD_BOOL("hideDamage",     ud.hideDamage);
	ADD_BOOL("showPlayerName", ud.showPlayerName);

	ADD_INT("highTrajectoryType", ud.highTrajectoryType);

	ADD_BOOL( "leaveTracks",   ud.decalDef.leaveTrackDecals);
	ADD_INT(  "trackType",     ud.decalDef.trackDecalType);
	ADD_FLOAT("trackWidth",    ud.decalDef.trackDecalWidth);
	ADD_FLOAT("trackOffset",   ud.decalDef.trackDecalOffset);
	ADD_FLOAT("trackStrength", ud.decalDef.trackDecalStrength);
	ADD_FLOAT("trackStretch",  ud.decalDef.trackDecalStretch);

	ADD_BOOL( "canDropFlare",     ud.canDropFlare);
	ADD_FLOAT("flareReloadTime",  ud.flareReloadTime);
	ADD_FLOAT("flareEfficiency",  ud.flareEfficiency);
	ADD_FLOAT("flareDelay",       ud.flareDelay);
	ADD_FLOAT("flareDropVectorX", ud.flareDropVector.x);
	ADD_FLOAT("flareDropVectorY", ud.flareDropVector.y);
	ADD_FLOAT("flareDropVectorZ", ud.flareDropVector.z);
	ADD_INT(  "flareTime",        ud.flareTime);
	ADD_INT(  "flareSalvoSize",   ud.flareSalvoSize);
	ADD_INT(  "flareSalvoDelay",  ud.flareSalvoDelay);

	ADD_BOOL("levelGround", ud.levelGround);
	ADD_BOOL("strafeToAttack", ud.strafeToAttack);

	ADD_BOOL( "useBuildingGroundDecal",  ud.decalDef.useGroundDecal);
	ADD_INT(  "buildingDecalType",       ud.decalDef.groundDecalType);
	ADD_INT(  "buildingDecalSizeX",      ud.decalDef.groundDecalSizeX);
	ADD_INT(  "buildingDecalSizeY",      ud.decalDef.groundDecalSizeY);
	ADD_FLOAT("buildingDecalDecaySpeed", ud.decalDef.groundDecalDecaySpeed);

	ADD_BOOL("showNanoFrame", ud.showNanoFrame);
	ADD_BOOL("showNanoSpray", ud.showNanoSpray);
	ADD_FLOAT("nanoColorR",   ud.nanoColor.x);
	ADD_FLOAT("nanoColorG",   ud.nanoColor.y);
	ADD_FLOAT("nanoColorB",   ud.nanoColor.z);

	ADD_STRING("scriptName", ud.scriptName);
	ADD_STRING("scriptPath", ud.scriptName); //FIXME // backward compability

	return true;
}
static bool InitParamMap()
{
	paramMap["next"]  = DataElement(READONLY_TYPE);
	paramMap["pairs"] = DataElement(READONLY_TYPE);

	// dummy WeaponDef for offset generation
	const WeaponDef wd;
	const char* start = ADDRESS(wd);

	ADD_FUNCTION("damages",   wd.damages,   DamagesArray);
	ADD_FUNCTION("visuals",   wd.visuals,   VisualsTable);
	ADD_FUNCTION("hitSound",  wd.soundhit,  GuiSoundSetTable);
	ADD_FUNCTION("fireSound", wd.firesound, GuiSoundSetTable);

	ADD_FUNCTION("customParams",         wd.customParams,   CustomParamsTable);
	ADD_FUNCTION("noEnemyCollide",       wd.collisionFlags, NoEnemyCollide);
	ADD_FUNCTION("noFriendlyCollide",    wd.collisionFlags, NoFriendlyCollide);
	ADD_FUNCTION("noFeatureCollide",     wd.collisionFlags, NoFeatureCollide);
	ADD_FUNCTION("noNeutralCollide",     wd.collisionFlags, NoNeutralCollide);
	ADD_FUNCTION("noGroundCollide",      wd.collisionFlags, NoGroundCollide);

	ADD_DEPRECATED_LUADEF_KEY("areaOfEffect");
	ADD_DEPRECATED_LUADEF_KEY("maxVelocity");
	ADD_DEPRECATED_LUADEF_KEY("onlyTargetCategories");

	ADD_INT("id", wd.id);

	ADD_INT("tdfId", wd.tdfId);

	ADD_STRING("name",        wd.name);
	ADD_STRING("description", wd.description);
	ADD_STRING("cegTag",      wd.cegTag);

	ADD_STRING("type", wd.type);

	ADD_FLOAT("range", wd.range);
	ADD_FLOAT("heightMod", wd.heightmod);
	ADD_FLOAT("accuracy", wd.accuracy);
	ADD_FLOAT("sprayAngle", wd.sprayAngle);
	ADD_FLOAT("movingAccuracy", wd.movingAccuracy);
	ADD_FLOAT("targetMoveError", wd.targetMoveError);
	ADD_FLOAT("leadLimit", wd.leadLimit);
	ADD_FLOAT("leadBonus", wd.leadBonus);
	ADD_FLOAT("predictBoost", wd.predictBoost);
	ADD_INT("highTrajectory", wd.highTrajectory);

	ADD_BOOL("noSelfDamage",  wd.noSelfDamage);
	ADD_BOOL("impactOnly",    wd.impactOnly);

	ADD_FLOAT("craterAreaOfEffect", wd.craterAreaOfEffect);
	ADD_FLOAT("damageAreaOfEffect", wd.damageAreaOfEffect);
	ADD_FLOAT("edgeEffectiveness",  wd.edgeEffectiveness);
	ADD_FLOAT("fireStarter",        wd.fireStarter);
	ADD_FLOAT("size",               wd.size);
	ADD_FLOAT("sizeGrowth",         wd.sizeGrowth);
	ADD_FLOAT("collisionSize",      wd.collisionSize);

	ADD_INT("salvoSize",    wd.salvosize);
	ADD_INT("projectiles",  wd.projectilespershot);
	ADD_FLOAT("salvoDelay", wd.salvodelay);
	ADD_FLOAT("reload",     wd.reload);
	ADD_FLOAT("beamtime",   wd.beamtime);
	ADD_BOOL("beamburst",   wd.beamburst);

	ADD_BOOL("waterbounce",    wd.waterBounce);
	ADD_BOOL("groundbounce",   wd.groundBounce);
	ADD_FLOAT("groundslip",    wd.bounceSlip);
	ADD_FLOAT("bouncerebound", wd.bounceRebound);
	ADD_INT("numbounce",       wd.numBounce);

	ADD_FLOAT("maxAngle", wd.maxAngle);
	ADD_FLOAT("restTime", wd.restTime);

	ADD_FLOAT("uptime", wd.uptime);

	ADD_FLOAT("metalCost",  wd.metalcost);
	ADD_FLOAT("energyCost", wd.energycost);

	ADD_BOOL("turret", wd.turret);
	ADD_BOOL("onlyForward", wd.onlyForward);
	ADD_BOOL("waterWeapon", wd.waterweapon);
	ADD_BOOL("tracks", wd.tracks);
	ADD_BOOL("paralyzer", wd.paralyzer);

	ADD_BOOL("noAutoTarget",   wd.noAutoTarget);
	ADD_BOOL("manualFire",     wd.manualfire);
	ADD_INT("targetable",      wd.targetable);
	ADD_BOOL("stockpile",      wd.stockpile);
	ADD_INT("interceptor",     wd.interceptor);
	ADD_FLOAT("coverageRange", wd.coverageRange);

	ADD_FLOAT("stockpileTime", wd.stockpileTime);

	ADD_FLOAT("intensity", wd.intensity);
	ADD_FLOAT("duration", wd.duration);
	ADD_INT("beamTTL", wd.beamLaserTTL);

	ADD_BOOL("soundTrigger", wd.soundTrigger);

	ADD_BOOL("selfExplode", wd.selfExplode);
	ADD_BOOL("gravityAffected", wd.gravityAffected);
	ADD_FLOAT("myGravity", wd.myGravity);
	ADD_BOOL("noExplode", wd.noExplode);
	ADD_FLOAT("startvelocity", wd.startvelocity);
	ADD_FLOAT("weaponAcceleration", wd.weaponacceleration);
	ADD_FLOAT("turnRate", wd.turnrate);

	ADD_FLOAT("projectilespeed", wd.projectilespeed);
	ADD_FLOAT("explosionSpeed", wd.explosionSpeed);

	ADD_FLOAT("wobble", wd.wobble);
	ADD_FLOAT("dance",  wd.dance);

	ADD_FLOAT("trajectoryHeight", wd.trajectoryHeight);

	ADD_BOOL("largeBeamLaser", wd.largeBeamLaser);
	ADD_BOOL("laserHardStop", wd.laserHardStop);

	ADD_BOOL("isShield",                wd.isShield);
	ADD_BOOL("shieldRepulser",          wd.shieldRepulser);
	ADD_BOOL("smartShield",             wd.smartShield);
	ADD_BOOL("exteriorShield",          wd.exteriorShield);
	ADD_BOOL("visibleShield",           wd.visibleShield);
	ADD_BOOL("visibleShieldRepulse",    wd.visibleShieldRepulse);
	ADD_INT( "visibleShieldHitFrames",  wd.visibleShieldHitFrames);
	ADD_FLOAT("shieldEnergyUse",        wd.shieldEnergyUse);
	ADD_FLOAT("shieldRadius",           wd.shieldRadius);
	ADD_FLOAT("shieldForce",            wd.shieldForce);
	ADD_FLOAT("shieldMaxSpeed",         wd.shieldMaxSpeed);
	ADD_FLOAT("shieldPower",            wd.shieldPower);
	ADD_FLOAT("shieldPowerRegen",       wd.shieldPowerRegen);
	ADD_FLOAT("shieldPowerRegenEnergy", wd.shieldPowerRegenEnergy);
	ADD_INT(  "shieldRechargeDelay",    wd.shieldRechargeDelay);
	ADD_FLOAT("shieldGoodColorR",       wd.shieldGoodColor.x);
	ADD_FLOAT("shieldGoodColorG",       wd.shieldGoodColor.y);
	ADD_FLOAT("shieldGoodColorB",       wd.shieldGoodColor.z);
	ADD_FLOAT("shieldBadColorR",        wd.shieldBadColor.x);
	ADD_FLOAT("shieldBadColorG",        wd.shieldBadColor.y);
	ADD_FLOAT("shieldBadColorB",        wd.shieldBadColor.z);
	ADD_FLOAT("shieldAlpha",            wd.shieldAlpha);

	ADD_INT("shieldInterceptType",      wd.shieldInterceptType);
	ADD_INT("interceptedByShieldType",  wd.interceptedByShieldType);

	ADD_BOOL("avoidFriendly", wd.avoidFriendly);
	ADD_BOOL("avoidFeature",  wd.avoidFeature);
	ADD_BOOL("avoidNeutral",  wd.avoidNeutral);

	ADD_FLOAT("targetBorder",       wd.targetBorder);
	ADD_FLOAT("cylinderTargetting", wd.cylinderTargetting);
	ADD_FLOAT("minIntensity",       wd.minIntensity);
	ADD_FLOAT("heightBoostFactor",  wd.heightBoostFactor);
	ADD_FLOAT("proximityPriority",  wd.proximityPriority);

	ADD_BOOL("sweepFire", wd.sweepFire);

	ADD_BOOL("canAttackGround", wd.canAttackGround);

	return true;
}
예제 #4
0
static bool InitParamMap()
{
	paramMap.clear();

	paramMap["next"]  = DataElement(READONLY_TYPE);
	paramMap["pairs"] = DataElement(READONLY_TYPE);

	// dummy FeatureDef for address lookups
	const FeatureDef fd;
	const char* start = ADDRESS(fd);

	ADD_FUNCTION("model", fd, ModelTable);
	ADD_FUNCTION("collisionVolume", fd.collisionVolume, ColVolTable);

	ADD_FUNCTION("modelname", fd, ModelName);
	ADD_FUNCTION("height", fd, ModelHeight);
	ADD_FUNCTION("radius", fd, ModelRadius);
	ADD_FUNCTION("drawTypeString", fd, ModelDrawType);

	ADD_FUNCTION("customParams", fd.customParams, CustomParamsTable);

	ADD_INT("id", fd.id);
	ADD_INT("deathFeatureID", fd.deathFeatureDefID);

	ADD_STRING("name",     fd.name);
	ADD_STRING("tooltip",  fd.description);

	ADD_FLOAT("metal",       fd.metal);
	ADD_FLOAT("energy",      fd.energy);
	ADD_FLOAT("maxHealth",   fd.health);
	ADD_FLOAT("reclaimTime", fd.reclaimTime);

	ADD_FLOAT("mass", fd.mass);

	ADD_INT("xsize", fd.xsize);
	ADD_INT("zsize", fd.zsize);

	ADD_INT("drawType",     fd.drawType);

	ADD_BOOL("upright",      fd.upright);
	ADD_BOOL("destructable", fd.destructable);
	ADD_BOOL("reclaimable",  fd.reclaimable);
	ADD_BOOL("autoreclaim",  fd.autoreclaim);
	ADD_BOOL("blocking",     fd.collidable);
	ADD_BOOL("burnable",     fd.burnable);
	ADD_BOOL("floating",     fd.floating);
	ADD_BOOL("geoThermal",   fd.geoThermal);
	ADD_BOOL("noSelect",     fd.selectable);
	ADD_INT("resurrectable", fd.resurrectable);

	ADD_INT("smokeTime",    fd.smokeTime);

	ADD_DEPRECATED_LUADEF_KEY("minx");
	ADD_DEPRECATED_LUADEF_KEY("miny");
	ADD_DEPRECATED_LUADEF_KEY("minz");
	ADD_DEPRECATED_LUADEF_KEY("midx");
	ADD_DEPRECATED_LUADEF_KEY("midy");
	ADD_DEPRECATED_LUADEF_KEY("midz");
	ADD_DEPRECATED_LUADEF_KEY("maxx");
	ADD_DEPRECATED_LUADEF_KEY("maxy");
	ADD_DEPRECATED_LUADEF_KEY("maxz");
	ADD_DEPRECATED_LUADEF_KEY("deathFeature");

	return true;
}