119 lines
4.4 KiB
C
119 lines
4.4 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef __INCLUDED_SRC_PROJECTILE_H__
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#define __INCLUDED_SRC_PROJECTILE_H__
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#include "projectiledef.h"
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#include "weapondef.h"
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/**
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* @file projectile.h
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* Projectile types and function headers
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* @defgroup Projectile Projectile system
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* @{
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*/
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/***************************************************************************/
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extern BASE_OBJECT *g_pProjLastAttacker; ///< The last unit that did damage - used by script functions
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#define PROJ_MAX_PITCH 45
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#define PROJ_ULTIMATE_PITCH 80
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#define BURN_TIME 10000 ///< How long an object burns for after leaving a fire.
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#define BURN_DAMAGE 15 ///< How much damage per second an object takes when it is burning.
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#define BURN_MIN_DAMAGE 30 ///< Least percentage of damage an object takes when burning.
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#define ACC_GRAVITY 1000 ///< Downward force against projectiles.
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/** How long to display a single electronic warfare shimmmer. */
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#define ELEC_DAMAGE_DURATION (GAME_TICKS_PER_SEC/5)
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bool proj_InitSystem(void); ///< Initialize projectiles subsystem.
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void proj_UpdateAll(void); ///< Frame update for projectiles.
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bool proj_Shutdown(void); ///< Shut down projectile subsystem.
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PROJECTILE *proj_GetFirst(void); ///< Get first projectile in the list.
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PROJECTILE *proj_GetNext(void); ///< Get next projectile in the list.
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void proj_FreeAllProjectiles(void); ///< Free all projectiles in the list.
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void setExpGain(int player, int gain);
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int getExpGain(int player);
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/// Calculate the initial velocities of an indirect projectile. Returns the flight time.
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int32_t projCalcIndirectVelocities(const int32_t dx, const int32_t dz, int32_t v, int32_t *vx, int32_t *vz, int min_angle);
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/** Send a single projectile against the given target. */
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bool proj_SendProjectile(WEAPON *psWeap, SIMPLE_OBJECT *psAttacker, int player, Vector3i target, BASE_OBJECT *psTarget, bool bVisible, int weapon_slot);
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/** Send a single projectile against the given target
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* with a minimum shot angle. */
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bool proj_SendProjectileAngled(WEAPON *psWeap, SIMPLE_OBJECT *psAttacker, int player, Vector3i target, BASE_OBJECT *psTarget, bool bVisible, int weapon_slot, int min_angle, unsigned fireTime);
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/** Return whether a weapon is direct or indirect. */
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bool proj_Direct(const WEAPON_STATS* psStats);
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/** Return the maximum range for a weapon. */
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int proj_GetLongRange(const WEAPON_STATS* psStats, int player);
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extern UDWORD calcDamage(UDWORD baseDamage, WEAPON_EFFECT weaponEffect, BASE_OBJECT *psTarget);
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extern bool gfxVisible(PROJECTILE *psObj);
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/***************************************************************************/
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extern void objectShimmy ( BASE_OBJECT *psObj );
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static inline void setProjectileSource(PROJECTILE *psProj, SIMPLE_OBJECT *psObj)
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{
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// use the source of the source of psProj if psAttacker is a projectile
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psProj->psSource = NULL;
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if (psObj == NULL)
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{
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}
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else if (isProjectile(psObj))
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{
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PROJECTILE *psPrevProj = castProjectile(psObj);
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if (psPrevProj->psSource && !psPrevProj->psSource->died)
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{
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psProj->psSource = psPrevProj->psSource;
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}
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}
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else
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{
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psProj->psSource = castBaseObject(psObj);
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}
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}
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int establishTargetHeight(BASE_OBJECT const *psTarget);
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/* @} */
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void checkProjectile(const PROJECTILE* psProjectile, const char * const location_description, const char * function, const int recurse);
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/* assert if projectile is bad */
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#define CHECK_PROJECTILE(object) checkProjectile((object), AT_MACRO, __FUNCTION__, max_check_object_recursion)
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#define syncDebugProjectile(psProj, ch) _syncDebugProjectile(__FUNCTION__, psProj, ch)
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void _syncDebugProjectile(const char *function, PROJECTILE const *psProj, char ch);
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#endif // __INCLUDED_SRC_PROJECTILE_H__
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