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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name missile.cpp - The missiles. */
//
// (c) Copyright 1998-2008 by Lutz Sammer and Jimmy Salmon
//
// 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; only version 2 of the License.
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "stratagus.h"
#include <vector>
#include <string>
#include <map>
#include "video.h"
#include "font.h"
#include "map.h"
#include "unitsound.h"
#include "unittype.h"
#include "unit_cache.h"
#include "player.h"
#include "unit.h"
#include "missile.h"
#include "sound.h"
#include "ui.h"
#include "iolib.h"
#include "particle.h"
#include "trigger.h"
#include "luacallback.h"
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
unsigned int Missile::Count = 0;
static std::vector<MissileType *>MissileTypes; /// Missile types.
static std::vector<Missile*> GlobalMissiles; /// all global missiles on map
static std::vector<Missile*> LocalMissiles; /// all local missiles on map
/// lookup table for missile names
static std::map<std::string, MissileType *> MissileTypeMap;
std::vector<BurningBuildingFrame *> BurningBuildingFrames; /// Burning building frames
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Load the graphics for a missile type
*/
void MissileType::LoadMissileSprite()
{
if (this->G && !this->G->IsLoaded()) {
this->G->Load();
if (this->Flip) {
this->G->Flip();
}
// Correct the number of frames in graphic
Assert(this->G->NumFrames >= this->SpriteFrames);
this->G->NumFrames = this->SpriteFrames;
// FIXME: Don't use NumFrames as number of frames.
}
}
/**
** Load the graphics for all missiles types
*/
void LoadMissileSprites(void)
{
for (std::vector<MissileType*>::iterator i = MissileTypes.begin(); i != MissileTypes.end(); ++i) {
(*i)->LoadMissileSprite();
}
}
/**
** Get Missile type by identifier.
**
** @param ident Identifier.
**
** @return Missile type pointer.
*/
MissileType *MissileTypeByIdent(const std::string &ident)
{
return MissileTypeMap[ident];
}
/**
** Allocate an empty missile-type slot.
**
** @param ident Identifier to identify the slot.
**
** @return New allocated (zeroed) missile-type pointer.
*/
MissileType *NewMissileTypeSlot(const std::string &ident)
{
MissileType *mtype;
mtype = new MissileType(ident);
MissileTypeMap[ident] = mtype;
MissileTypes.push_back(mtype);
return mtype;
}
/**
** Constructor
*/
Missile::Missile() :
SourceX(0), SourceY(0), X(0), Y(0), DX(0), DY(0),
Type(NULL), SpriteFrame(0), State(0), AnimWait(0), Wait(0),
Delay(0), SourceUnit(NULL), TargetUnit(NULL), Damage(0),
TTL(-1), Hidden(0),
CurrentStep(0), TotalStep(0),
Local(0)
{
this->Slot = Missile::Count++;
}
/**
** Initialize a new made missile.
**
** @param mtype Type pointer of missile.
** @param sx Missile x start point in pixel.
** @param sy Missile y start point in pixel.
** @param dx Missile x destination point in pixel.
** @param dy Missile y destination point in pixel.
**
** @return created missile.
*/
Missile *Missile::Init(MissileType *mtype, int sx, int sy, int dx, int dy)
{
Missile *missile = NULL;
switch (mtype->Class) {
case MissileClassNone :
missile = new MissileNone;
break;
case MissileClassPointToPoint :
missile = new MissilePointToPoint;
break;
case MissileClassPointToPointWithHit :
missile = new MissilePointToPointWithHit;
break;
case MissileClassPointToPointCycleOnce :
missile = new MissilePointToPointCycleOnce;
break;
case MissileClassPointToPointBounce :
missile = new MissilePointToPointBounce;
break;
case MissileClassStay :
missile = new MissileStay;
break;
case MissileClassCycleOnce :
missile = new MissileCycleOnce;
break;
case MissileClassFire :
missile = new MissileFire;
break;
case MissileClassHit :
missile = new MissileHit;
break;
case MissileClassParabolic :
missile = new MissileParabolic;
break;
}
missile->X = sx - mtype->Width / 2;
missile->Y = sy - mtype->Height / 2;
missile->DX = dx - mtype->Width / 2;
missile->DY = dy - mtype->Height / 2;
missile->SourceX = missile->X;
missile->SourceY = missile->Y;
missile->Type = mtype;
missile->Wait = mtype->Sleep;
missile->Delay = mtype->StartDelay;
return missile;
}
/**
** Create a new global missile at (x,y).
**
** @param mtype Type pointer of missile.
** @param sx Missile x start point in pixel.
** @param sy Missile y start point in pixel.
** @param dx Missile x destination point in pixel.
** @param dy Missile y destination point in pixel.
**
** @return created missile.
*/
Missile *MakeMissile(MissileType *mtype, int sx, int sy, int dx, int dy)
{
Missile *missile;
missile = Missile::Init(mtype, sx, sy, dx, dy);
GlobalMissiles.push_back(missile);
return missile;
}
/**
** Create a new local missile at (x,y).
**
** @param mtype Type pointer of missile.
** @param sx Missile x start point in pixel.
** @param sy Missile y start point in pixel.
** @param dx Missile x destination point in pixel.
** @param dy Missile y destination point in pixel.
**
** @return created missile.
*/
Missile *MakeLocalMissile(MissileType *mtype, int sx, int sy, int dx, int dy)
{
Missile *missile;
missile = Missile::Init(mtype, sx, sy, dx, dy);
missile->Local = 1;
LocalMissiles.push_back(missile);
return missile;
}
/**
** Free a missile.
**
** @param missiles Missile pointer.
** @param i Index in missiles of missile to free
*/
static void FreeMissile(std::vector<Missile *> &missiles, size_t i)
{
Missile *missile;
CUnit *unit;
missile = missiles[i];
//
// Release all unit references.
//
if ((unit = missile->SourceUnit)) {
unit->RefsDecrease();
}
if ((unit = missile->TargetUnit)) {
unit->RefsDecrease();
}
for (std::vector<Missile*>::iterator j = missiles.begin(); j != missiles.end(); ++j) {
if (*j == missile) {
missiles.erase(j);
break;
}
}
delete missile;
}
/**
** Calculate damage.
**
** @todo NOTE: different targets (big are hit by some missiles better)
** @todo NOTE: lower damage for hidden targets.
** @todo NOTE: lower damage for targets on higher ground.
**
** @param attacker Attacker.
** @param goal Goal unit.
**
** @return damage inflicted on goal.
*/
static int CalculateDamage(const CUnit *attacker, const CUnit *goal)
{
int damage;
int basic_damage;
int piercing_damage;
basic_damage = attacker->Stats->Variables[BASICDAMAGE_INDEX].Value;
piercing_damage = attacker->Stats->Variables[PIERCINGDAMAGE_INDEX].Value;
damage = std::max(basic_damage - goal->Stats->Variables[ARMOR_INDEX].Value, 1);
damage += piercing_damage;
damage -= SyncRand() % ((damage + 2) / 2);
Assert(damage >= 0);
return damage;
}
/**
** Fire missile.
**
** @param unit Unit that fires the missile.
*/
void FireMissile(CUnit *unit)
{
int x;
int y;
int dx;
int dy;
CUnit *goal;
Missile *missile;
//
// Goal dead?
//
goal = unit->Orders[0]->Goal;
if (goal) {
// Better let the caller/action handle this.
if (goal->Destroyed) {
DebugPrint("destroyed unit\n");
return;
}
if (goal->Removed || goal->Orders[0]->Action == UnitActionDie) {
return;
}
// FIXME: Some missile hit the field of the target and all units on it.
// FIXME: goal is already dead, but missile could hit others?
}
//
// No missile hits immediately!
//
if (unit->Type->Missile.Missile->Class == MissileClassNone) {
// No goal, take target coordinates
if (!goal) {
DebugPrint("Missile-none hits no unit, shouldn't happen!\n");
return;
}
HitUnit(unit, goal, CalculateDamage(unit, goal));
return;
}
// If Firing from inside a Bunker
if (unit->Container) {
x = unit->Container->X * TileSizeX + TileSizeX / 2; // missile starts in tile middle
y = unit->Container->Y * TileSizeY + TileSizeY / 2;
} else {
x = unit->X * TileSizeX + TileSizeX / 2; // missile starts in tile middle
y = unit->Y * TileSizeY + TileSizeY / 2;
}
if (goal) {
Assert(goal->Type); // Target invalid?
//
// Moved out of attack range?
//
if (MapDistanceBetweenUnits(unit, goal) < unit->Type->MinAttackRange) {
DebugPrint("Missile target too near %d,%d\n" _C_
MapDistanceBetweenUnits(unit, goal) _C_ unit->Type->MinAttackRange);
// FIXME: do something other?
return;
}
// Fire to nearest point of the unit!
// If Firing from inside a Bunker
if (unit->Container) {
NearestOfUnit(goal, unit->Container->X, unit->Container->Y, &dx, &dy);
} else {
NearestOfUnit(goal, unit->X, unit->Y, &dx, &dy);
}
} else {
dx = unit->Orders[0]->X;
dy = unit->Orders[0]->Y;
// FIXME: Can this be too near??
}
// Fire to the tile center of the destination.
dx = dx * TileSizeX + TileSizeX / 2;
dy = dy * TileSizeY + TileSizeY / 2;
missile = MakeMissile(unit->Type->Missile.Missile, x, y, dx, dy);
//
// Damage of missile
//
if (goal) {
missile->TargetUnit = goal;
goal->RefsIncrease();
}
missile->SourceUnit = unit;
unit->RefsIncrease();
}
/**
** Get area of tiles covered by missile
**
** @param missile Missile to be checked and set.
** @param sx OUT: Pointer to X of top left corner in map tiles.
** @param sy OUT: Pointer to Y of top left corner in map tiles.
** @param ex OUT: Pointer to X of bottom right corner in map tiles.
** @param ey OUT: Pointer to Y of bottom right corner in map tiles.
**
** @return sx,sy,ex,ey defining area in Map
*/
static void GetMissileMapArea(const Missile *missile, int *sx, int *sy,
int *ex, int *ey)
{
#define BoundX(x) std::min(std::max(0, x), Map.Info.MapWidth - 1)
#define BoundY(y) std::min(std::max(0, y), Map.Info.MapHeight - 1)
*sx = BoundX(missile->X / TileSizeX);
*sy = BoundY(missile->Y / TileSizeY);
*ex = BoundX((missile->X + missile->Type->Width + TileSizeX - 1) / TileSizeX);
*ey = BoundY((missile->Y + missile->Type->Height + TileSizeY - 1) / TileSizeY);
#undef BoundX
#undef BoundY
}
/**
** Check missile visibility in a given viewport.
**
** @param vp Viewport to be checked.
** @param missile Missile pointer to check if visible.
**
** @return Returns true if visible, false otherwise.
*/
static int MissileVisibleInViewport(const CViewport *vp, const Missile *missile)
{
int min_x;
int max_x;
int min_y;
int max_y;
GetMissileMapArea(missile, &min_x, &min_y, &max_x, &max_y);
if (!vp->AnyMapAreaVisibleInViewport(min_x, min_y, max_x, max_y)) {
return 0;
}
for (int x = min_x; x <= max_x; ++x) {
for (int y = min_y; y <= max_y; ++y) {
if (ReplayRevealMap || Map.IsFieldVisible(ThisPlayer, x, y)) {
return 1;
}
}
}
return 0;
}
/**
** Draw missile.
**
** @param frame Animation frame
** @param x Screen pixel X position
** @param y Screen pixel Y position
*/
void MissileType::DrawMissileType(int frame, int x, int y) const
{
if (this->Flip) {
if (frame < 0) {
if (this->Transparency == 50) {
this->G->DrawFrameClipTransX(-frame - 1, x, y, 128);
} else {
this->G->DrawFrameClipX(-frame - 1, x, y);
}
} else {
if (this->Transparency == 50) {
this->G->DrawFrameClipTrans(frame, x, y, 128);
} else {
this->G->DrawFrameClip(frame, x, y);
}
}
} else {
int row;
row = this->NumDirections / 2 + 1;
if (frame < 0) {
frame = ((-frame - 1) / row) * this->NumDirections + this->NumDirections - (-frame - 1) % row;
} else {
frame = (frame / row) * this->NumDirections + frame % row;
}
if (this->Transparency == 50) {
this->G->DrawFrameClipTrans(frame, x, y, 128);
} else {
this->G->DrawFrameClip(frame, x, y);
}
}
}
/**
** Draw missile.
*/
void Missile::DrawMissile() const
{
int x;
int y;
const CViewport *vp;
Assert(this->Type);
Assert(CurrentViewport);
vp = CurrentViewport;
x = this->X - vp->MapX * TileSizeX + vp->X - vp->OffsetX;
y = this->Y - vp->MapY * TileSizeY + vp->Y - vp->OffsetY;
switch (this->Type->Class) {
case MissileClassHit:
VideoDrawNumberClip(x, y, GameFont, this->Damage);
break;
default:
this->Type->DrawMissileType(this->SpriteFrame, x, y);
break;
}
}
/**
** Compare Draw level. Used by qsort.
**
** @param v1 adress of a missile pointer.
** @param v2 adress of a missile pointer.
**
** @return -1 if v1 < v2, 1 else.
*/
static int MissileDrawLevelCompare(const void *v1, const void *v2)
{
const Missile *c1;
const Missile *c2;
c1 = *(Missile **)v1;
c2 = *(Missile **)v2;
if (c1->Type->DrawLevel == c2->Type->DrawLevel) {
return c1->Slot < c2->Slot ? -1 : 1;
} else {
return c1->Type->DrawLevel <= c2->Type->DrawLevel ? -1 : 1;
}
}
/**
** Sort visible missiles on map for display.
**
** @param vp Viewport pointer.
** @param table OUT : array of missile to display sorted by DrawLevel.
** @param tablesize Size of table array
**
** @return number of missiles returned in table
*/
int FindAndSortMissiles(const CViewport *vp, Missile **table, int tablesize)
{
int nmissiles;
std::vector<Missile *>::const_iterator i;
//
// Loop through global missiles, then through locals.
//
nmissiles = 0;
for (i = GlobalMissiles.begin(); i != GlobalMissiles.end() && nmissiles < tablesize; ++i) {
if ((*i)->Delay || (*i)->Hidden) {
continue; // delayed or hidden -> aren't shown
}
// Draw only visible missiles
if (MissileVisibleInViewport(vp, *i)) {
table[nmissiles++] = *i;
}
}
for (i = LocalMissiles.begin(); i != LocalMissiles.end() && nmissiles < tablesize; ++i) {
if ((*i)->Delay || (*i)->Hidden) {
continue; // delayed or hidden -> aren't shown
}
// Local missile are visible.
table[nmissiles++] = *i;
}
if (nmissiles) {
qsort((void *)table, nmissiles, sizeof(Missile *), MissileDrawLevelCompare);
}
return nmissiles;
}
/**
** Change missile heading from x,y.
** Do not change the animation step.
**
** @param missile Missile pointer.
** @param dx Delta in x.
** @param dy Delta in y.
** @internal We have : SpriteFrame / (2 * (Numdirection - 1)) == DirectionToHeading / 256.
*/
static void MissileNewHeadingFromXY(Missile *missile, int dx, int dy)
{
int dir;
int nextdir;
// If the heading cannot be changed, return right away.
if (missile->Type->NumDirections == 1 || (dx == 0 && dy == 0)) {
return;
}
// Compute the number of the first frame of the current
// animation step, discarding the previous heading.
if (missile->SpriteFrame < 0) {
missile->SpriteFrame = -missile->SpriteFrame - 1;
}
missile->SpriteFrame /= missile->Type->NumDirections / 2 + 1;
missile->SpriteFrame *= missile->Type->NumDirections / 2 + 1;
// How many heading units there are per frame.
// This assumes NumDirections is a power of 2; otherwise,
// nextdir is truncated and dir can get out of range.
nextdir = 256 / missile->Type->NumDirections;
Assert(nextdir != 0);
// Compute the frame number relative to the current animation
// step, as if flipping were not used. Add nextdir/2 so the
// quotient is rounded, not truncated.
dir = ((DirectionToHeading(10 * dx, 10 * dy) + nextdir / 2) & 0xFF) / nextdir;
// Compute the absolute frame number, with both the animation
// step and the heading.
if (dir <= LookingS / nextdir) { // north->east->south
missile->SpriteFrame += dir;
} else {
missile->SpriteFrame += 256 / nextdir - dir;
missile->SpriteFrame = -missile->SpriteFrame - 1;
}
}
/**
** Init the move.
**
** @param missile missile to initialise for movement.
**
** @return 1 if goal is reached, 0 else.
*/
static int MissileInitMove(Missile *missile)
{
int dx;
int dy;
dx = missile->DX - missile->X;
dy = missile->DY - missile->Y;
MissileNewHeadingFromXY(missile, dx, dy);
if (!(missile->State & 1)) {
missile->CurrentStep = 0;
missile->TotalStep = 0;
if (dx == 0 && dy == 0) {
return 1;
}
// initialize
missile->TotalStep = MapDistance(missile->SourceX, missile->SourceY, missile->DX, missile->DY);
missile->State++;
return 0;
}
Assert(missile->TotalStep != 0);
missile->CurrentStep += missile->Type->Speed;
if (missile->CurrentStep >= missile->TotalStep) {
missile->X = missile->DX;
missile->Y = missile->DY;
return 1;
}
return 0;
}
/**
** Handle point to point missile.
**
** @param missile Missile pointer.
**
** @return 1 if goal is reached, 0 else.
*/
static int PointToPointMissile(Missile *missile)
{
int xstep;
int ystep;
int x;
int y;
if (MissileInitMove(missile) == 1) {
return 1;
}
Assert(missile->Type != NULL);
Assert(missile->TotalStep != 0);
xstep = (missile->DX - missile->SourceX) * 1024 / missile->TotalStep;
ystep = (missile->DY - missile->SourceY) * 1024 / missile->TotalStep;
missile->X = missile->SourceX + xstep * missile->CurrentStep / 1024;
missile->Y = missile->SourceY + ystep * missile->CurrentStep / 1024;
if (missile->Type->SmokeMissile && missile->CurrentStep) {
x = missile->X + missile->Type->Width / 2;
y = missile->Y + missile->Type->Height / 2;
MakeMissile(missile->Type->SmokeMissile, x, y, x, y);
}
return 0;
}
/**
** Calculate parabolic trajectories.
**
** @param missile Missile pointer.
**
** @return 1 if target is reached, 0 otherwise
**
** @todo Find good values for ZprojToX and Y
*/
static int ParabolicMissile(Missile *missile)
{
int orig_x; // position before moving.
int orig_y; // position before moving.
int xstep;
int ystep;
int k; // Coefficient of the parabol.
int zprojToX; // Projection of Z axis on axis X.
int zprojToY; // Projection of Z axis on axis Y.
int z; // should be missile->Z later.
int x;
int y;
k = -2048; //-1024; // Should be initialised by an other method (computed with distance...)
zprojToX = 4;
zprojToY = 1024;
if (MissileInitMove(missile) == 1) {
return 1;
}
Assert(missile->Type != NULL);
orig_x = missile->X;
orig_y = missile->Y;
xstep = missile->DX - missile->SourceX;
ystep = missile->DY - missile->SourceY;
Assert(missile->TotalStep != 0);
xstep = xstep * 1000 / missile->TotalStep;
ystep = ystep * 1000 / missile->TotalStep;
missile->X = missile->SourceX + xstep * missile->CurrentStep / 1000;
missile->Y = missile->SourceY + ystep * missile->CurrentStep / 1000;
Assert(k != 0);
z = missile->CurrentStep * (missile->TotalStep - missile->CurrentStep) / k;
// Until Z is used for drawing, modify X and Y.
missile->X += z * zprojToX / 64;
missile->Y += z * zprojToY / 64;
MissileNewHeadingFromXY(missile, missile->X - orig_x, missile->Y - orig_y);
if (missile->Type->SmokeMissile && missile->CurrentStep) {
x = missile->X + missile->Type->Width / 2;
y = missile->Y + missile->Type->Height / 2;
MakeMissile(missile->Type->SmokeMissile, x, y, x, y);
}
return 0;
}
/**
** Missile hits the goal.
**
** @param missile Missile hitting the goal.
** @param goal Goal of the missile.
** @param splash Splash damage divisor.
*/
static void MissileHitsGoal(const Missile *missile, CUnit *goal, int splash)
{
if (!missile->Type->CanHitOwner && goal == missile->SourceUnit) {
return;
}
if (goal->Orders[0]->Action != UnitActionDie) {
if (missile->Damage) { // direct damage, spells mostly
HitUnit(missile->SourceUnit, goal, missile->Damage / splash);
} else {
Assert(missile->SourceUnit != NULL);
HitUnit(missile->SourceUnit, goal,
CalculateDamage(missile->SourceUnit, goal) / splash);
}
}
}
/**
** Work for missile hit.
**
** @param missile Missile reaching end-point.
*/
void MissileHit(Missile *missile)
{
CUnit *goal;
int x;
int y;
CUnit *table[UnitMax];
int n;
int i;
int splash;
if (missile->Type->ImpactSound.Sound) {
PlayMissileSound(missile, missile->Type->ImpactSound.Sound);
}
x = missile->X + missile->Type->Width / 2;
y = missile->Y + missile->Type->Height / 2;
//
// The impact generates a new missile.
//
if (missile->Type->ImpactMissile) {
MakeMissile(missile->Type->ImpactMissile, x, y, x, y);
}
if (missile->Type->ImpactParticle) {
missile->Type->ImpactParticle->pushPreamble();
missile->Type->ImpactParticle->pushInteger(x);
missile->Type->ImpactParticle->pushInteger(y);
missile->Type->ImpactParticle->run();
}
if (!missile->SourceUnit) { // no owner - green-cross ...
return;
}
x /= TileSizeX;
y /= TileSizeY;
if (x < 0 || y < 0 || x >= Map.Info.MapWidth || y >= Map.Info.MapHeight) {
// FIXME: this should handled by caller?
DebugPrint("Missile gone outside of map!\n");
return; // outside the map.
}
//
// Choose correct goal.
//
if (!missile->Type->Range) {
if (missile->TargetUnit) {
//
// Missiles without range only hits the goal always.
//
goal = missile->TargetUnit;
if (goal->Destroyed) { // Destroyed
goal->RefsDecrease();
missile->TargetUnit = NoUnitP;
return;
}
MissileHitsGoal(missile, goal, 1);
return;
}
return;
}
//
// Hits all units in range.
//
i = missile->Type->Range;
n = UnitCache.Select(x - i + 1, y - i + 1, x + i, y + i, table, UnitMax);
Assert(missile->SourceUnit != NULL);
for (i = 0; i < n; ++i) {
goal = table[i];
//
// Can the unit attack the this unit-type?
// NOTE: perhaps this should be come a property of the missile.
//
if (CanTarget(missile->SourceUnit->Type, goal->Type)) {
splash = MapDistanceToUnit(x, y, goal);
if (splash) {
splash *= missile->Type->SplashFactor;
} else {
splash = 1;
}
MissileHitsGoal(missile, goal, splash);
}
}
}
/**
** Pass to the next frame for animation.
**
** @param missile missile to animate.
** @param sign 1 for next frame, -1 for previous frame.
** @param longAnimation 1 if Frame is conditionned by covered distance, 0 else.
**
** @return 1 if animation is finished, 0 else.
*/
static int NextMissileFrame(Missile *missile, char sign, char longAnimation)
{
int neg; // True for mirroring sprite.
int animationIsFinished; // returned value.
int numDirections; // Number of direction of the missile.
//
// Animate missile, cycle through frames
//
neg = 0;
animationIsFinished = 0;
numDirections = missile->Type->NumDirections / 2 + 1;
if (missile->SpriteFrame < 0) {
neg = 1;
missile->SpriteFrame = -missile->SpriteFrame - 1;
}
if (longAnimation) {
int totalf; // Total number of frame (for one direction).
int df; // Current frame (for one direction).
int totalx; // Total distance to cover.
int dx; // Covered distance.
totalx = MapDistance(missile->DX, missile->DY, missile->SourceX, missile->SourceY);
dx = MapDistance(missile->X, missile->Y, missile->SourceX, missile->SourceY);
totalf = missile->Type->SpriteFrames / numDirections;
df = missile->SpriteFrame / numDirections;
if ((sign == 1 && dx * totalf <= df * totalx) ||
(sign == -1 && dx * totalf > df * totalx)) {
return animationIsFinished;
}
}
missile->SpriteFrame += sign * numDirections;
if (sign > 0) {
if (missile->SpriteFrame >= missile->Type->SpriteFrames) {
missile->SpriteFrame -= missile->Type->SpriteFrames;
animationIsFinished = 1;
}
} else {
if (missile->SpriteFrame < 0) {
missile->SpriteFrame += missile->Type->SpriteFrames;
animationIsFinished = 1;
}
}
if (neg) {
missile->SpriteFrame = -missile->SpriteFrame - 1;
}
return animationIsFinished;
}
/**
** Pass the next frame of the animation.
** This animation goes from start to finish ONCE on the way
**
** @param missile Missile pointer.
*/
static void NextMissileFrameCycle(Missile *missile)
{
int neg;
int totalx;
int dx;
int f;
neg = 0;
if (missile->SpriteFrame < 0) {
neg = 1;
missile->SpriteFrame = -missile->SpriteFrame - 1;
}
totalx = abs(missile->DX - missile->SourceX);
dx = abs(missile->X - missile->SourceX);
f = missile->Type->SpriteFrames / (missile->Type->NumDirections / 2 + 1);
f = 2 * f - 1;
for (int i = 1, j = 1; i <= f; ++i) {
if (dx * f / i < totalx) {
if ((i - 1) * 2 < f) {
j = i - 1;
} else {
j = f - i;
}
missile->SpriteFrame = missile->SpriteFrame % (missile->Type->NumDirections / 2 + 1) +
j * (missile->Type->NumDirections / 2 + 1);
break;
}
}
if (neg) {
missile->SpriteFrame = -missile->SpriteFrame - 1;
}
}
/**
** Handle all missile actions of global/local missiles.
**
** @param missiles Table of missiles.
*/
static void MissilesActionLoop(std::vector<Missile *> &missiles)
{
//
// NOTE: missiles[??] could be modified!!! Yes (freed)
//
for (size_t i = 0; i != missiles.size(); ) {
if (missiles[i]->Delay) {
missiles[i]->Delay--;
++i;
continue; // delay start of missile
}
if (missiles[i]->TTL > 0) {
missiles[i]->TTL--; // overall time to live if specified
}
if (!missiles[i]->TTL) {
FreeMissile(missiles, i);
continue;
}
Assert(missiles[i]->Wait);
if (--missiles[i]->Wait) { // wait until time is over
++i;
continue;
}
missiles[i]->Action();
if (!missiles[i]->TTL) {
FreeMissile(missiles, i);
continue;
}
++i;
}
}
/**
** Handle all missile actions.
*/
void MissileActions(void)
{
MissilesActionLoop(GlobalMissiles);
MissilesActionLoop(LocalMissiles);
}
/**
** Calculate distance from view-point to missle.
**
** @param missile Missile pointer for distance.
**
** @return the computed value.
*/
int ViewPointDistanceToMissile(const Missile *missile)
{
int x = (missile->X + missile->Type->Width / 2) / TileSizeX;
int y = (missile->Y + missile->Type->Height / 2) / TileSizeY; // pixel -> tile
return ViewPointDistance(x, y);
}
/**
** Get the burning building missile based on hp percent.
**
** @param percent HP percent
**
** @return the missile used for burning.
*/
MissileType *MissileBurningBuilding(int percent)
{
for (std::vector<BurningBuildingFrame *>::iterator i = BurningBuildingFrames.begin();
i != BurningBuildingFrames.end(); ++i) {
if (percent > (*i)->Percent) {
return (*i)->Missile;
}
}
return NULL;
}
/**
** Save the state of a missile to file.
**
** @param file Output file.
*/
void Missile::SaveMissile(CFile *file) const
{
file->printf("Missile(\"type\", \"%s\",", this->Type->Ident.c_str());
file->printf(" \"%s\",", this->Local ? "local" : "global");
file->printf(" \"pos\", {%d, %d}, \"origin-pos\", {%d, %d}, \"goal\", {%d, %d},",
this->X, this->Y, this->SourceX, this->SourceY, this->DX, this->DY);
file->printf("\n \"frame\", %d, \"state\", %d, \"anim-wait\", %d, \"wait\", %d, \"delay\", %d,\n ",
this->SpriteFrame, this->State, this->AnimWait, this->Wait, this->Delay);
if (this->SourceUnit) {
file->printf(" \"source\", \"%s\",", UnitReference(this->SourceUnit).c_str());
}
if (this->TargetUnit) {
file->printf(" \"target\", \"%s\",", UnitReference(this->TargetUnit).c_str());
}
file->printf(" \"damage\", %d,", this->Damage);
file->printf(" \"ttl\", %d,", this->TTL);
if (this->Hidden) {
file->printf(" \"hidden\", ");
}
file->printf(" \"step\", {%d, %d}", this->CurrentStep, this->TotalStep);
// Slot filled in during init
file->printf(")\n");
}
/**
** Save the state missiles to file.
**
** @param file Output file.
*/
void SaveMissiles(CFile *file)
{
std::vector<Missile *>::const_iterator i;
file->printf("\n--- -----------------------------------------\n");
file->printf("--- MODULE: missiles\n\n");
for (i = GlobalMissiles.begin(); i != GlobalMissiles.end(); ++i) {
(*i)->SaveMissile(file);
}
for (i = LocalMissiles.begin(); i != LocalMissiles.end(); ++i) {
(*i)->SaveMissile(file);
}
}
/**
** Initialize missile type.
*/
void MissileType::Init(void)
{
//
// Resolve impact missiles and sounds.
//
if (!this->FiredSound.Name.empty()) {
this->FiredSound.Sound = SoundForName(this->FiredSound.Name);
}
if (!this->ImpactSound.Name.empty()) {
this->ImpactSound.Sound = SoundForName(this->ImpactSound.Name);
}
this->ImpactMissile = MissileTypeByIdent(this->ImpactName);
this->SmokeMissile = MissileTypeByIdent(this->SmokeName);
}
/**
** Initialize missile-types.
*/
void InitMissileTypes(void)
{
for (std::vector<MissileType*>::iterator i = MissileTypes.begin(); i != MissileTypes.end(); ++i) {
(*i)->Init();
}
}
/**
** Constructor.
*/
MissileType::MissileType(const std::string &ident) :
Ident(ident), Transparency(0), Width(0), Height(0),
DrawLevel(0), SpriteFrames(0), NumDirections(0),
Flip(false), CanHitOwner(false), FriendlyFire(false),
Class(), NumBounces(0), StartDelay(0), Sleep(0), Speed(0),
Range(0), SplashFactor(0), ImpactMissile(NULL),
SmokeMissile(NULL), ImpactParticle(NULL), G(NULL)
{
};
/**
** Destructor.
*/
MissileType::~MissileType()
{
CGraphic::Free(this->G);
delete ImpactParticle;
}
/**
** Clean up missile-types.
*/
void CleanMissileTypes(void)
{
for (std::vector<MissileType*>::iterator i = MissileTypes.begin(); i != MissileTypes.end(); ++i) {
delete *i;
}
MissileTypes.clear();
MissileTypeMap.clear();
}
/**
** Initialize missiles.
*/
void InitMissiles(void)
{
}
/**
** Clean up missiles.
*/
void CleanMissiles(void)
{
std::vector<Missile*>::const_iterator i;
for (i = GlobalMissiles.begin(); i != GlobalMissiles.end(); ++i) {
delete *i;
}
GlobalMissiles.clear();
for (i = LocalMissiles.begin(); i != LocalMissiles.end(); ++i) {
delete *i;
}
LocalMissiles.clear();
}
void FreeBurningBuildingFrames()
{
for (std::vector<BurningBuildingFrame *>::iterator i = BurningBuildingFrames.begin();
i != BurningBuildingFrames.end(); ++i) {
delete *i;
}
BurningBuildingFrames.clear();
}
/*----------------------------------------------------------------------------
-- Functions (Spells Controllers/Callbacks) TODO: move to another file?
----------------------------------------------------------------------------*/
// ****************************************************************************
// Actions for the missiles
// ****************************************************************************
/*
** Missile controllers
**
** To cancel a missile set it's TTL to 0, it will be handled right after
** the controller call and missile will be down.
*/
/**
** Missile does nothing
*/
void MissileNone::Action()
{
this->Wait = this->Type->Sleep;
// Busy doing nothing.
}
/**
** Missile flies from x,y to x1,y1 animation on the way
*/
void MissilePointToPoint::Action()
{
this->Wait = this->Type->Sleep;
if (PointToPointMissile(this)) {
MissileHit(this);
this->TTL = 0;
} else {
NextMissileFrame(this, 1, 0);
}
}
/**
** Missile flies from x,y to x1,y1 showing the first frame
** and then shows a hit animation.
*/
void MissilePointToPointWithHit::Action()
{
this->Wait = this->Type->Sleep;
if (PointToPointMissile(this)) {
if (NextMissileFrame(this, 1, 0)) {
MissileHit(this);
this->TTL = 0;
}
}
}
/**
** Missile flies from x,y to x1,y1 and stays there for a moment
*/
void MissilePointToPointCycleOnce::Action()
{
this->Wait = this->Type->Sleep;
if (PointToPointMissile(this)) {
MissileHit(this);
this->TTL = 0;
} else {
NextMissileFrameCycle(this);
}
}
/**
** Missile don't move, than disappears
*/
void MissileStay::Action()
{
this->Wait = this->Type->Sleep;
if (NextMissileFrame(this, 1, 0)) {
MissileHit(this);
this->TTL = 0;
}
}
/**
** Missile flies from x,y to x1,y1 than bounces NumBounces times
*/
void MissilePointToPointBounce::Action()
{
this->Wait = this->Type->Sleep;
if (PointToPointMissile(this)) {
if (this->State < 2 * this->Type->NumBounces - 1 && this->TotalStep) {
int xstep;
int ystep;
xstep = (this->DX - this->SourceX) * 1024 / this->TotalStep;
ystep = (this->DY - this->SourceY) * 1024 / this->TotalStep;
this->DX += xstep * (TileSizeX + TileSizeY) * 3 / 4 / 1024;
this->DY += ystep * (TileSizeX + TileSizeY) * 3 / 4 / 1024;
this->State++; // !(State & 1) to initialise
this->SourceX = this->X;
this->SourceY = this->Y;
PointToPointMissile(this);
//this->State++;
MissileHit(this);
// FIXME: hits to left and right
// FIXME: reduce damage effects on later impacts
} else {
MissileHit(this);
this->TTL = 0;
}
} else {
NextMissileFrame(this, 1, 0);
}
}
/**
** Missile doesn't move, it will just cycle once and vanish.
** Used for ui missiles (cross shown when you give and order)
*/
void MissileCycleOnce::Action()
{
this->Wait = this->Type->Sleep;
switch (this->State) {
case 0:
case 2:
++this->State;
break;
case 1:
if (NextMissileFrame(this, 1, 0)) {
++this->State;
}
break;
case 3:
if (NextMissileFrame(this, -1, 0)) {
MissileHit(this);
this->TTL = 0;
}
break;
}
}
/**
** Missile don't move, than checks the source unit for HP.
*/
void MissileFire::Action()
{
CUnit *unit;
unit = this->SourceUnit;
this->Wait = this->Type->Sleep;
if (unit->Destroyed || unit->Orders[0]->Action == UnitActionDie) {
this->TTL = 0;
return;
}
if (NextMissileFrame(this, 1, 0)) {
int f;
MissileType *fire;
this->SpriteFrame = 0;
f = (100 * unit->Variable[HP_INDEX].Value) / unit->Variable[HP_INDEX].Max;
fire = MissileBurningBuilding(f);
if (!fire) {
this->TTL = 0;
unit->Burning = 0;
} else {
if (this->Type != fire) {
this->X += this->Type->Width / 2;
this->Y += this->Type->Height / 2;
this->Type = fire;
this->X -= this->Type->Width / 2;
this->Y -= this->Type->Height / 2;
}
}
}
}
/**
** Missile shows hit points?
*/
void MissileHit::Action()
{
this->Wait = this->Type->Sleep;
if (PointToPointMissile(this)) {
::MissileHit(this);
this->TTL = 0;
}
}
/**
** Missile flies from x,y to x1,y1 using a parabolic path
*/
void MissileParabolic::Action()
{
this->Wait = this->Type->Sleep;
if (ParabolicMissile(this)) {
MissileHit(this);
this->TTL = 0;
} else {
NextMissileFrameCycle(this);
}
}
//@}
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