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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name missile.h - The missile headerfile. */
//
// (c) Copyright 1998-2008 by Lutz Sammer
//
// 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.
#ifndef __MISSILE_H__
#define __MISSILE_H__
//@{
/*----------------------------------------------------------------------------
-- Documentation
----------------------------------------------------------------------------*/
/**
** @class MissileType missile.h
**
** \#include "missile.h"
**
** This structure defines the base type information of all missiles. It
** contains all information that all missiles of the same type shares.
** The fields are filled from the configuration files.
**
**
** The missile-type structure members:
**
** MissileType::Ident
**
** Unique identifier of the missile-type, used to reference it in
** config files and during startup.
** @note Don't use this member in game, use instead the pointer
** to this structure. See MissileTypeByIdent().
**
** MissileType::DrawLevel
**
** The Level/Order to draw the missile in, usually 0-255
**
** MissileType::Width MissileType::Height
**
** Size (width and height) of a frame in the image. All sprite
** frames of the missile-type must have the same size.
**
** MissileType::SpriteFrames
**
** The number of animation steps, multiplied with
** (MissileType::NumDirections / 2 - 1). Thus, if
** MissileType::Flip == true, then MissileType::SpriteFrames is the
** total number of sprite frames in the graphic image.
** @note If the image is smaller than the number of directions,
** width/height and/or framecount suggest the engine crashes.
**
** MissileType::NumDirections
**
** Number of directions missile can face.
**
** MissileType::Transparency
**
** Set a missile transparency. Current supported value is 50 only.
**
** MissileType::FiredSound
**
** Sound of the missile, if fired. @note currently not used.
**
** MissileType::ImpactSound
**
** Impact sound for this missile.
**
** MissileType::CanHitOwner
**
** Can hit the unit that have fired the missile.
** @note Currently no missile can hurt its owner.
**
** MissileType::FriendlyFire
**
** Can't hit the units of the same player, that has the
** missile fired.
**
** MissileType::Class
**
** Class of the missile-type, defines the basic effects of the
** missile. Look at the different class identifiers for more
** informations (::_missile_class_, ::MissileClassNone, ...).
**
** MissileType::NumBounces
**
** This is the number of bounces, and it is only valid with
** MissileClassBounce. The missile will hit this many times in
** a row.
**
** MissileType::StartDelay
**
** Delay in game cycles after the missile generation, until the
** missile animation and effects starts. Delay denotes the number
** of display cycles to skip before drawing the first sprite frame
** and only happens once at start.
**
** MissileType::Sleep
**
** This are the number of game cycles to wait for the next
** animation or the sleeping between the animation steps.
** All animations steps use the same delay. 0 is the
** fastest and 255 the slowest animation.
** @note Perhaps we should later allow animation scripts for
** more complex animations.
**
** MissileType::Speed
**
** The speed how fast the missile moves. 0 the missile didn't
** move, 1 is the slowest speed and 32 s the fastest supported
** speed. This is how many pixels the missiles moves with each
** animation step. The real use of this member depends on the
** MissileType::Class
** @note This is currently only used by the point-to-point
** missiles (::MissileClassPointToPoint, ...). Perhaps we should
** later allow animation scripts for more complex animations.
**
** MissileType::Range
**
** Determines the range in which a projectile will deal its damage.
** A range of 0 will mean that the damage will be limited to the
** targetted unit only. So if you shot a missile at a unit, it
** would only damage that unit. A value of 1 only affects the
** field where the missile hits. A value of 2 would mean that
** the damage for that particular missile would be dealt for a range
** of 1 around the impact spot. All fields that aren't the center
** get only 1/SpashFactor of the damage. Fields 2 away get
** 1/(SplashFactor*2), and following...
**
** MissileType::SplashFactor
**
** Determines The Splash damage divisor, see Range
**
** MissileType::ImpactName
**
** The name of the next (other) missile to generate, when this
** missile reached its end point or its life time is over. So it
** can be used to generate a chain of missiles.
** @note Used and should only be used during configuration and
** startup.
**
** MissileType::ImpactMissile
**
** Pointer to the impact missile-type. Used during run time.
**
** MissileType::SmokeName
**
** The name of the next (other) missile to generate a trailing smoke. So it
** can be used to generate a chain of missiles.
** @note Used and should only be used during configuration and
** startup.
**
** MissileType::SmokeMissile
**
** Pointer to the smoke missile-type. Used during run time.
**
** MissileType::Sprite
**
** Missile sprite image loaded from MissileType::File
**
** MissileType::G
**
** File containing the image (sprite) graphics of the missile.
** The file can contain multiple sprite frames. The sprite frames
** for the different directions are placed in the row.
** The different animations steps are placed in the column. But
** the correct order depends on MissileType::Class. Missiles like fire
** have no directions, missiles like arrows have a direction.
*/
/**
** @class Missile missile.h
**
** \#include "missile.h"
**
** This structure contains all information about a missile in game.
** A missile could have different effects, based on its missile-type.
** Missiles could be saved and stored with CCL. See (missile).
** Currently only a tile, a unit or a missile could be placed on the map.
**
**
** The missile structure members:
**
** Missile::X Missile::Y
**
** Missile current map position in pixels. To convert a map tile
** position to pixel position use: (mapx * ::TileSizeX + ::TileSizeX / 2)
** and (mapy * ::TileSizeY + ::TileSizeY / 2)
** @note ::TileSizeX % 2 == 0 && ::TileSizeY % 2 == 0
**
** Missile::SourceX Missile::SourceY
**
** Missile original map position in pixels. To convert a map tile
** position to pixel position use: (mapx*::TileSizeX+::TileSizeX/2)
** and (mapy*::TileSizeY+::TileSizeY/2)
** @note ::TileSizeX%2==0 && ::TileSizeY%2==0 and ::TileSizeX,
** ::TileSizeY are currently fixed 32 pixels.
**
** Missile::DX Missile::DY
**
** Missile destination on the map in pixels. If
** Missile::X==Missile::DX and Missile::Y==Missile::DY the missile
** stays at its position. But the movement also depends on
** MissileType::Class.
**
** Missile::Type
**
** ::MissileType pointer of the missile, contains the shared
** informations of all missiles of the same type.
**
** Missile::SpriteFrame
**
** Current sprite frame of the missile. The range is from
** -MissileType::SpriteFrames to MissileType::SpriteFrames-1.
** When MissileType::Flip is true (as usual), negative values
** of Missile::SpriteFrame mean mirror the sprite in X direction;
** the real frame number is then -Missile::SpriteFrame - 1.
** When MissileType::Flip is false, Missile::SpriteFrame still
** uses the same numbers as if MissileType::Flip were true,
** and the engine maps these numbers to the real frame numbers
** when it draws each missile.
**
** Animation scripts aren't currently supported for missiles,
** everything is handled by MissileType::Class
** @note If wanted, we can add animation scripts support to the
** engine.
**
** Missile::State
**
** Current state of the missile. Used for a simple state machine.
**
** Missile::AnimWait
**
** Animation wait. Used internally by missile actions, to run the
** animation in parallel with the rest.
**
** Missile::Wait
**
** Wait this number of game cycles until the next state or
** animation of this missile is handled. This counts down from
** MissileType::Sleep to 0.
**
** Missile::Delay
**
** Number of game cycles the missile isn't shown on the map.
** This counts down from MissileType::StartDelay to 0, before this
** happens the missile isn't shown and has no effects.
** @note This can also be used by MissileType::Class
** for temporary removement of the missile.
**
** Missile::SourceUnit
**
** The owner of the missile. Normally the one who fired the
** missile. Used to check units, to prevent hitting the owner
** when field MissileType::CanHitOwner==true. Also used for kill
** and experience points.
**
** Missile::TargetUnit
**
** The target of the missile. Normally the unit which should be
** hit by the missile.
**
** Missile::Damage
**
** Damage done by missile. See also MissileType::Range, which
** denoted the 100% damage in center.
**
** Missile::TTL
**
** Time to live in game cycles of the missile, if it reaches zero
** the missile is automatic removed from the map. If -1 the
** missile lives for ever and the lifetime is handled by
** Missile::Type:MissileType::Class
**
** Missile::Hidden
**
** When you set this to 1 the unit becomes hidden for a while.
**
** Missile::CurrentStep
**
** Movement step. Used for the different trajectories.
**
** Missile::TotalStep
**
** Maximum number of step. When CurrentStep >= TotalStep, the movement is finished.
**
** Missile::Local
**
** This is a local missile, which can be different on all
** computer in play. Used for the user interface (fe the green
** cross).
**
** Missile::MissileSlot
**
** Pointer to the slot of this missile. Used for faster freeing.
*/
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <vector>
#include "unitsound.h"
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
class CGraphic;
class CUnit;
class CViewport;
class CFile;
class LuaCallback;
/*----------------------------------------------------------------------------
-- Missile-type
----------------------------------------------------------------------------*/
#define MAX_MISSILES 2048 /// maximum number of missiles
/**
** Missile-type-class typedef
*/
typedef int MissileClass;
/**
** Missile-class this defines how a missile-type reacts.
**
*/
enum _missile_class_ {
/// Missile does nothing
MissileClassNone,
/// Missile flies from x,y to x1,y1
MissileClassPointToPoint,
/// Missile flies from x,y to x1,y1 than shows hit animation.
MissileClassPointToPointWithHit,
/// Missile flies from x,y to x1,y1 and animates ONCE from start to finish and back
MissileClassPointToPointCycleOnce,
/// Missile flies from x,y to x1,y1 than bounces three times.
MissileClassPointToPointBounce,
/// Missile appears at x,y, does it's anim and vanishes.
MissileClassStay,
/// Missile appears at x,y, then cycle through the frames once.
MissileClassCycleOnce,
/// Missile doesn't move, than checks the source unit for HP.
MissileClassFire,
/// Missile shows the hit points.
MissileClassHit,
/// Missile flies from x,y to x1,y1 using a parabolic path
MissileClassParabolic,
};
/// Base structure of missile-types
class MissileType {
public:
MissileType(const std::string &ident);
~MissileType();
/// load the graphics for a missile type
void LoadMissileSprite();
void Init(void);
void DrawMissileType(int frame, int x, int y) const;
std::string Ident; /// missile name
int Transparency; /// missile transparency
int Width; /// missile width in pixels
int Height; /// missile height in pixels
int DrawLevel; /// Level to draw missile at
int SpriteFrames; /// number of sprite frames in graphic
int NumDirections; /// number of directions missile can face
/// @todo FiredSound defined but not used!
SoundConfig FiredSound; /// fired sound
SoundConfig ImpactSound; /// impact sound for this missile-type
bool Flip; /// flip image when facing left
bool CanHitOwner; /// missile can hit the owner
bool FriendlyFire; /// missile can't hit own units
MissileClass Class; /// missile class
int NumBounces; /// number of bounces
int StartDelay; /// missile start delay
int Sleep; /// missile sleep
int Speed; /// missile speed
int Range; /// missile damage range
int SplashFactor; /// missile splash divisor
std::string ImpactName; /// impact missile-type name
MissileType *ImpactMissile;/// missile produces an impact
std::string SmokeName; /// impact missile-type name
MissileType *SmokeMissile; /// Trailling missile
LuaCallback *ImpactParticle; /// impact particle
// --- FILLED UP ---
CGraphic *G; /// missile graphic
};
/*----------------------------------------------------------------------------
-- Missile
----------------------------------------------------------------------------*/
/// Missile on the map
class Missile {
protected:
Missile();
public:
virtual ~Missile() {};
static Missile *Init(MissileType *mtype, int sx, int sy, int dx, int dy);
virtual void Action() = 0;
void DrawMissile() const;
void SaveMissile(CFile *file) const;
int SourceX; /// Missile Source X
int SourceY; /// Missile Source Y
int X; /// missile pixel position
int Y; /// missile pixel position
int DX; /// missile pixel destination
int DY; /// missile pixel destination
MissileType *Type; /// missile-type pointer
int SpriteFrame; /// sprite frame counter
int State; /// state
int AnimWait; /// Animation wait.
int Wait; /// delay between frames
int Delay; /// delay to showup
CUnit *SourceUnit; /// unit that fires (could be killed)
CUnit *TargetUnit; /// target unit, used for spells
int Damage; /// direct damage that missile applies
int TTL; /// time to live (ticks) used for spells
int Hidden; /// If this is 1 then the missile is invisible
// Internal use:
int CurrentStep; /// Current step (0 <= x < TotalStep).
int TotalStep; /// Total step.
unsigned Local:1; /// missile is a local missile
unsigned int Slot; /// unique number for draw level.
static unsigned int Count; /// slot number generator.
};
class MissileNone : public Missile {
public:
virtual void Action();
};
class MissilePointToPoint : public Missile {
public:
virtual void Action();
};
class MissilePointToPointWithHit : public Missile {
public:
virtual void Action();
};
class MissilePointToPointCycleOnce : public Missile {
public:
virtual void Action();
};
class MissilePointToPointBounce : public Missile {
public:
virtual void Action();
};
class MissileStay : public Missile {
public:
virtual void Action();
};
class MissileCycleOnce : public Missile {
public:
virtual void Action();
};
class MissileFire : public Missile {
public:
virtual void Action();
};
class MissileHit : public Missile {
public:
virtual void Action();
};
class MissileParabolic : public Missile {
public:
virtual void Action();
};
class BurningBuildingFrame {
public:
BurningBuildingFrame() : Percent(0), Missile(NULL) {};
int Percent; /// HP percent
MissileType *Missile; /// Missile to draw
} ;
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
extern std::vector<BurningBuildingFrame *> BurningBuildingFrames; /// Burning building frames
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
// In script_missile.cpp
/// register ccl features
extern void MissileCclRegister(void);
// In missile.cpp
/// load all missile sprites
extern void LoadMissileSprites();
/// allocate an empty missile-type slot
extern MissileType *NewMissileTypeSlot(const std::string& ident);
/// Get missile-type by ident
extern MissileType *MissileTypeByIdent(const std::string& ident);
/// create a missile
extern Missile *MakeMissile(MissileType *mtype, int sx, int sy, int dx,
int dy);
/// create a local missile
extern Missile *MakeLocalMissile(MissileType *mtype, int sx, int sy, int dx,
int dy);
/// fire a missile
extern void FireMissile(CUnit *unit);
extern int FindAndSortMissiles(const CViewport *vp, Missile **table, int tablesize);
/// handle all missiles
extern void MissileActions(void);
/// distance from view point to missile
extern int ViewPointDistanceToMissile(const Missile *missile);
/// Get the burning building missile based on hp percent
extern MissileType *MissileBurningBuilding(int percent);
/// Save missiles
extern void SaveMissiles(CFile *file);
/// Initialize missile-types
extern void InitMissileTypes(void);
/// Clean missile-types
extern void CleanMissileTypes(void);
/// Initialize missiles
extern void InitMissiles(void);
/// Clean missiles
extern void CleanMissiles(void);
extern void FreeBurningBuildingFrames();
//@}
#endif // !__MISSILE_H__
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