int CUnitScript::GetUnitVal(int val, int p1, int p2, int p3, int p4) { // may happen in case one uses Spring.GetUnitCOBValue (Lua) on a unit with CNullUnitScript if (!unit) { ShowUnitScriptError("no unit (in GetUnitVal)"); return 0; } #ifndef _CONSOLE switch (val) { case ACTIVATION: if (unit->activated) return 1; else return 0; break; case STANDINGMOVEORDERS: return unit->moveState; break; case STANDINGFIREORDERS: return unit->fireState; break; case HEALTH: { if (p1 <= 0) return int((unit->health / unit->maxHealth) * 100.0f); const CUnit* u = unitHandler->GetUnit(p1); if (u == NULL) return 0; else return int((u->health / u->maxHealth) * 100.0f); } case INBUILDSTANCE: if (unit->inBuildStance) return 1; else return 0; case BUSY: if (busy) return 1; else return 0; break; case PIECE_XZ: { if (!PieceExists(p1)) { ShowUnitScriptError("Invalid piecenumber for get piece_xz"); break; } const float3 relPos = GetPiecePos(p1); const float3 absPos = unit->GetObjectSpacePos(relPos); return PACKXZ(absPos.x, absPos.z); } case PIECE_Y: { if (!PieceExists(p1)) { ShowUnitScriptError("Invalid piecenumber for get piece_y"); break; } const float3 relPos = GetPiecePos(p1); const float3 absPos = unit->GetObjectSpacePos(relPos); return int(absPos.y * COBSCALE); } case UNIT_XZ: { if (p1 <= 0) return PACKXZ(unit->pos.x, unit->pos.z); const CUnit* u = unitHandler->GetUnit(p1); if (u == NULL) return PACKXZ(0, 0); else return PACKXZ(u->pos.x, u->pos.z); } case UNIT_Y: { if (p1 <= 0) return int(unit->pos.y * COBSCALE); const CUnit* u = unitHandler->GetUnit(p1); if (u == NULL) return 0; else return int(u->pos.y * COBSCALE); } case UNIT_HEIGHT: { if (p1 <= 0) return int(unit->radius * COBSCALE); const CUnit* u = unitHandler->GetUnit(p1); if (u == NULL) return 0; else return int(u->radius * COBSCALE); } case XZ_ATAN: return int(RAD2TAANG*math::atan2((float)UNPACKX(p1), (float)UNPACKZ(p1)) + 32768 - unit->heading); case XZ_HYPOT: return int(math::hypot((float)UNPACKX(p1), (float)UNPACKZ(p1)) * COBSCALE); case ATAN: return int(RAD2TAANG*math::atan2((float)p1, (float)p2)); case HYPOT: return int(math::hypot((float)p1, (float)p2)); case GROUND_HEIGHT: return int(CGround::GetHeightAboveWater(UNPACKX(p1), UNPACKZ(p1)) * COBSCALE); case GROUND_WATER_HEIGHT: return int(CGround::GetHeightReal(UNPACKX(p1), UNPACKZ(p1)) * COBSCALE); case BUILD_PERCENT_LEFT: return int((1.0f - unit->buildProgress) * 100); case YARD_OPEN: return (unit->yardOpen) ? 1 : 0; case BUGGER_OFF: break; case ARMORED: return (unit->armoredState) ? 1 : 0; case VETERAN_LEVEL: return int(100 * unit->experience); case CURRENT_SPEED: return int(unit->speed.w * COBSCALE); case ON_ROAD: return 0; case IN_WATER: return (unit->IsInWater()); case MAX_ID: return unitHandler->MaxUnits()-1; case MY_ID: return unit->id; case UNIT_TEAM: { const CUnit* u = unitHandler->GetUnit(p1); return (u != NULL)? unit->team : 0; } case UNIT_ALLIED: { const CUnit* u = unitHandler->GetUnit(p1); if (u != NULL) { return teamHandler->Ally(unit->allyteam, u->allyteam) ? 1 : 0; } return 0; } case UNIT_BUILD_PERCENT_LEFT: { const CUnit* u = unitHandler->GetUnit(p1); if (u != NULL) { return int((1.0f - u->buildProgress) * 100); } return 0; } case MAX_SPEED: { return int(unit->moveType->GetMaxSpeed() * COBSCALE); } break; case REVERSING: { CGroundMoveType* gmt = dynamic_cast<CGroundMoveType*>(unit->moveType); return ((gmt != NULL)? int(gmt->IsReversing()): 0); } break; case CLOAKED: return !!unit->isCloaked; case WANT_CLOAK: return !!unit->wantCloak; case UPRIGHT: return !!unit->upright; case POW: return int(math::pow(((float)p1)/COBSCALE,((float)p2)/COBSCALE)*COBSCALE); case PRINT: LOG("Value 1: %d, 2: %d, 3: %d, 4: %d", p1, p2, p3, p4); break; case HEADING: { if (p1 <= 0) { return unit->heading; } const CUnit* u = unitHandler->GetUnit(p1); if (u != NULL) { return u->heading; } return -1; } case TARGET_ID: { if (size_t(p1 - 1) < unit->weapons.size()) { const CWeapon* w = unit->weapons[p1 - 1]; auto curTarget = w->GetCurrentTarget(); switch (curTarget.type) { case Target_Unit: return curTarget.unit->id; case Target_None: return -1; case Target_Pos: return -2; case Target_Intercept: return -3; } } return -4; // weapon does not exist } case LAST_ATTACKER_ID: return unit->lastAttacker? unit->lastAttacker->id: -1; case LOS_RADIUS: return unit->realLosRadius; case AIR_LOS_RADIUS: return unit->realAirLosRadius; case RADAR_RADIUS: return unit->radarRadius; case JAMMER_RADIUS: return unit->jammerRadius; case SONAR_RADIUS: return unit->sonarRadius; case SONAR_JAM_RADIUS: return unit->sonarJamRadius; case SEISMIC_RADIUS: return unit->seismicRadius; case DO_SEISMIC_PING: float pingSize; if (p1 == 0) { pingSize = unit->seismicSignature; } else { pingSize = p1; } unit->DoSeismicPing(pingSize); break; case CURRENT_FUEL: return int(unit->currentFuel * float(COBSCALE)); case TRANSPORT_ID: return unit->transporter?unit->transporter->id:-1; case SHIELD_POWER: { const CWeapon* shield = unit->shieldWeapon; if (shield == NULL) return -1; return int(static_cast<const CPlasmaRepulser*>(shield)->GetCurPower() * float(COBSCALE)); } case STEALTH: { return unit->stealth ? 1 : 0; } case SONAR_STEALTH: { return unit->sonarStealth ? 1 : 0; } case CRASHING: return !!unit->IsCrashing(); case COB_ID: { if (p1 <= 0) { return unit->unitDef->cobID; } else { const CUnit* u = unitHandler->GetUnit(p1); return ((u == NULL)? -1 : u->unitDef->cobID); } } case PLAY_SOUND: { // FIXME: this can currently only work for CCobInstance, because Lua can not get sound IDs // (however, for Lua scripts there is already LuaUnsyncedCtrl::PlaySoundFile) CCobInstance* cob = dynamic_cast<CCobInstance*>(this); if (cob == NULL) { return 1; } const CCobFile* script = cob->GetScriptAddr(); if (script == NULL) { return 1; } if ((p1 < 0) || (static_cast<size_t>(p1) >= script->sounds.size())) { return 1; } switch (p3) { //who hears the sound case 0: //ALOS if (!losHandler->InAirLos(unit->pos,gu->myAllyTeam)) { return 0; } break; case 1: //LOS if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS)) { return 0; } break; case 2: //ALOS or radar if (!(losHandler->InAirLos(unit->pos,gu->myAllyTeam) || unit->losStatus[gu->myAllyTeam] & (LOS_INRADAR))) { return 0; } break; case 3: //LOS or radar if (!(unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR))) { return 0; } break; case 4: //everyone break; case 5: //allies if (unit->allyteam != gu->myAllyTeam) { return 0; } break; case 6: //team if (unit->team != gu->myTeam) { return 0; } break; case 7: //enemies if (unit->allyteam == gu->myAllyTeam) { return 0; } break; } if (p4 == 0) { Channels::General->PlaySample(script->sounds[p1], unit->pos, unit->speed, float(p2) / COBSCALE); } else { Channels::General->PlaySample(script->sounds[p1], float(p2) / COBSCALE); } return 0; } case SET_WEAPON_UNIT_TARGET: { const unsigned int weaponID = p1 - 1; const unsigned int targetID = p2; const bool userTarget = !!p3; if (weaponID >= unit->weapons.size()) { return 0; } CWeapon* weapon = unit->weapons[weaponID]; if (weapon == NULL) { return 0; } //! if targetID is 0, just sets weapon->haveUserTarget //! to false (and targetType to None) without attacking CUnit* target = (targetID > 0)? unitHandler->GetUnit(targetID): NULL; return (weapon->Attack(SWeaponTarget(target, userTarget)) ? 1 : 0); } case SET_WEAPON_GROUND_TARGET: { const int weaponID = p1 - 1; const float3 pos = float3(float(UNPACKX(p2)), float(p3) / float(COBSCALE), float(UNPACKZ(p2))); const bool userTarget = !!p4; if ((weaponID < 0) || (static_cast<size_t>(weaponID) >= unit->weapons.size())) { return 0; } CWeapon* weapon = unit->weapons[weaponID]; if (weapon == NULL) { return 0; } return weapon->Attack(SWeaponTarget(pos, userTarget)) ? 1 : 0; } case MIN: return std::min(p1, p2); case MAX: return std::max(p1, p2); case ABS: return abs(p1); case KSIN: return int(1024*math::sinf(TAANG2RAD*(float)p1)); case KCOS: return int(1024*math::cosf(TAANG2RAD*(float)p1)); case KTAN: return int(1024*math::tanf(TAANG2RAD*(float)p1)); case SQRT: return int(math::sqrt((float)p1)); case FLANK_B_MODE: return unit->flankingBonusMode; case FLANK_B_DIR: switch (p1) { case 1: return int(unit->flankingBonusDir.x * COBSCALE); case 2: return int(unit->flankingBonusDir.y * COBSCALE); case 3: return int(unit->flankingBonusDir.z * COBSCALE); case 4: unit->flankingBonusDir.x = (p2/(float)COBSCALE); return 0; case 5: unit->flankingBonusDir.y = (p2/(float)COBSCALE); return 0; case 6: unit->flankingBonusDir.z = (p2/(float)COBSCALE); return 0; case 7: unit->flankingBonusDir = float3(p2/(float)COBSCALE, p3/(float)COBSCALE, p4/(float)COBSCALE).Normalize(); return 0; default: return(-1); } case FLANK_B_MOBILITY_ADD: return int(unit->flankingBonusMobilityAdd * COBSCALE); case FLANK_B_MAX_DAMAGE: return int((unit->flankingBonusAvgDamage + unit->flankingBonusDifDamage) * COBSCALE); case FLANK_B_MIN_DAMAGE: return int((unit->flankingBonusAvgDamage - unit->flankingBonusDifDamage) * COBSCALE); case KILL_UNIT: { //! ID 0 is reserved for the script's owner CUnit* u = (p1 > 0)? unitHandler->GetUnit(p1): this->unit; if (u == NULL) { return 0; } if (u->beingBuilt) { // no explosions and no corpse for units under construction u->KillUnit(NULL, false, true); } else { u->KillUnit(NULL, p2 != 0, p3 != 0); } return 1; } case WEAPON_RELOADSTATE: { const int np1 = -p1; if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) return unit->weapons[p1 - 1]->reloadStatus; if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) { CWeapon* w = unit->weapons[np1 - 1]; const int old = w->reloadStatus; w->reloadStatus = p2; return old; } return -1; } case WEAPON_RELOADTIME: { const int np1 = -p1; if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) return unit->weapons[p1 - 1]->reloadTime; if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) { CWeapon* w = unit->weapons[np1 - 1]; const int old = w->reloadTime; w->reloadTime = p2; return old; } return -1; } case WEAPON_ACCURACY: { const int np1 = -p1; if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) return int(unit->weapons[p1 - 1]->accuracyError * COBSCALE); if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) { CWeapon* w = unit->weapons[np1 - 1]; const int old = w->accuracyError * COBSCALE; w->accuracyError = float(p2) / COBSCALE; return old; } return -1; } case WEAPON_SPRAY: { const int np1 = -p1; if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) return int(unit->weapons[p1 - 1]->sprayAngle * COBSCALE); if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) { CWeapon* w = unit->weapons[np1 - 1]; const int old = w->sprayAngle * COBSCALE; w->sprayAngle = float(p2) / COBSCALE; return old; } return -1; } case WEAPON_RANGE: { const int np1 = -p1; if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) return int(unit->weapons[p1 - 1]->range * COBSCALE); if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) { CWeapon* w = unit->weapons[np1 - 1]; const int old = w->range * COBSCALE; w->range = float(p2) / COBSCALE; return old; } return -1; } case WEAPON_PROJECTILE_SPEED: { const int np1 = -p1; if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) return int(unit->weapons[p1 - 1]->projectileSpeed * COBSCALE); if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) { CWeapon* w = unit->weapons[np1 - 1]; const int old = w->projectileSpeed * COBSCALE; w->projectileSpeed = float(p2) / COBSCALE; return old; } return -1; } case GAME_FRAME: { return gs->frameNum; } default: if ((val >= GLOBAL_VAR_START) && (val <= GLOBAL_VAR_END)) { return globalVars[val - GLOBAL_VAR_START]; } else if ((val >= TEAM_VAR_START) && (val <= TEAM_VAR_END)) { return teamVars[unit->team][val - TEAM_VAR_START]; } else if ((val >= ALLY_VAR_START) && (val <= ALLY_VAR_END)) { return allyVars[unit->allyteam][val - ALLY_VAR_START]; } else if ((val >= UNIT_VAR_START) && (val <= UNIT_VAR_END)) { const int varID = val - UNIT_VAR_START; if (p1 == 0) { return unitVars[varID]; } else if (p1 > 0) { // get the unit var for another unit const CUnit* u = unitHandler->GetUnit(p1); if (u != NULL && u->script != NULL) { return u->script->unitVars[varID]; } } else { // set the unit var for another unit p1 = -p1; CUnit* u = unitHandler->GetUnit(p1); if (u != NULL && u->script != NULL) { u->script->unitVars[varID] = p2; return 1; } } return 0; } else { LOG_L(L_ERROR, "CobError: Unknown get constant %d (params = %d %d %d %d)", val, p1, p2, p3, p4); } } #endif return 0; }
void CUnitScript::EmitSfx(int sfxType, int piece) { #ifndef _CONSOLE if (!PieceExists(piece)) { ShowUnitScriptError("Invalid piecenumber for emit-sfx"); return; } if (projectileHandler->GetParticleSaturation() > 1.0f && sfxType < SFX_CEG) { // skip adding (unsynced!) particles when we have too many return; } // Make sure wakes are only emitted on water if ((sfxType >= SFX_WAKE) && (sfxType <= SFX_REVERSE_WAKE_2)) { if (CGround::GetApproximateHeight(unit->pos.x, unit->pos.z) > 0.0f) { return; } } float3 relPos = ZeroVector; float3 relDir = UpVector; if (!GetEmitDirPos(piece, relPos, relDir)) { ShowUnitScriptError("emit-sfx: GetEmitDirPos failed"); return; } relDir.SafeNormalize(); const float3 pos = unit->GetObjectSpacePos(relPos); const float3 dir = unit->GetObjectSpaceVec(relDir); float alpha = 0.3f + gu->RandFloat() * 0.2f; float alphaFalloff = 0.004f; float fadeupTime = 4; const UnitDef* ud = unit->unitDef; const MoveDef* md = unit->moveDef; // hovercraft need special care if (md != NULL && md->speedModClass == MoveDef::Hover) { fadeupTime = 8.0f; alpha = 0.15f + gu->RandFloat() * 0.2f; alphaFalloff = 0.008f; } switch (sfxType) { case SFX_REVERSE_WAKE: case SFX_REVERSE_WAKE_2: { //reverse wake new CWakeProjectile( unit, pos + gu->RandVector() * 2.0f, dir * 0.4f, 6.0f + gu->RandFloat() * 4.0f, 0.15f + gu->RandFloat() * 0.3f, alpha, alphaFalloff, fadeupTime ); break; } case SFX_WAKE_2: //wake 2, in TA it lives longer.. case SFX_WAKE: { //regular ship wake new CWakeProjectile( unit, pos + gu->RandVector() * 2.0f, dir * 0.4f, 6.0f + gu->RandFloat() * 4.0f, 0.15f + gu->RandFloat() * 0.3f, alpha, alphaFalloff, fadeupTime ); break; } case SFX_BUBBLE: { //submarine bubble. does not provide direction through piece vertices.. float3 pspeed = gu->RandVector() * 0.1f; pspeed.y += 0.2f; new CBubbleProjectile( unit, pos + gu->RandVector() * 2.0f, pspeed, 40.0f + gu->RandFloat() * GAME_SPEED, 1.0f + gu->RandFloat() * 2.0f, 0.01f, 0.3f + gu->RandFloat() * 0.3f ); } break; case SFX_WHITE_SMOKE: //damaged unit smoke new CSmokeProjectile(unit, pos, gu->RandVector() * 0.5f + UpVector * 1.1f, 60, 4, 0.5f, 0.5f); break; case SFX_BLACK_SMOKE: //damaged unit smoke new CSmokeProjectile(unit, pos, gu->RandVector() * 0.5f + UpVector * 1.1f, 60, 4, 0.5f, 0.6f); break; case SFX_VTOL: { const float3 speed = unit->speed * 0.7f + unit->frontdir * 0.5f * relDir.z + unit->updir * 0.5f * -math::fabs(relDir.y) + unit->rightdir * 0.5f * relDir.x; CHeatCloudProjectile* hc = new CHeatCloudProjectile( unit, pos, speed, 10 + gu->RandFloat() * 5, 3 + gu->RandFloat() * 2 ); hc->size = 3; break; } default: { if (sfxType & SFX_CEG) { // emit defined explosion-generator (can only be custom, not standard) // index is made valid by callee, an ID of -1 means CEG failed to load explGenHandler->GenExplosion(ud->GetModelExplosionGeneratorID(sfxType - SFX_CEG), pos, dir, unit->cegDamage, 1.0f, 0.0f, unit, NULL); } else if (sfxType & SFX_FIRE_WEAPON) { // make a weapon fire from the piece const unsigned index = sfxType - SFX_FIRE_WEAPON; if (index >= unit->weapons.size()) { ShowUnitScriptError("Invalid weapon index for emit-sfx"); break; } CWeapon* w = unit->weapons[index]; const SWeaponTarget origTarget = w->GetCurrentTarget(); const float3 origWeaponMuzzlePos = w->weaponMuzzlePos; w->SetAttackTarget(SWeaponTarget(pos + dir)); w->weaponMuzzlePos = pos; w->Fire(true); w->weaponMuzzlePos = origWeaponMuzzlePos; bool origRestored = w->Attack(origTarget); assert(origRestored); } else if (sfxType & SFX_DETONATE_WEAPON) { const unsigned index = sfxType - SFX_DETONATE_WEAPON; if (index >= unit->weapons.size()) { ShowUnitScriptError("Invalid weapon index for emit-sfx"); break; } // detonate weapon from piece const WeaponDef* weaponDef = unit->weapons[index]->weaponDef; CGameHelper::ExplosionParams params = { pos, ZeroVector, weaponDef->damages, weaponDef, unit, // owner NULL, // hitUnit NULL, // hitFeature weaponDef->craterAreaOfEffect, weaponDef->damageAreaOfEffect, weaponDef->edgeEffectiveness, weaponDef->explosionSpeed, 1.0f, // gfxMod weaponDef->impactOnly, weaponDef->noSelfDamage, // ignoreOwner true, // damageGround -1u // projectileID }; helper->Explosion(params); } } break; } #endif }