75 lines
3.1 KiB
C++
75 lines
3.1 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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/** \file
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* Definitions for projectiles.
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*/
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#ifndef __INCLUDED_PROJECTILEDEF_H__
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#define __INCLUDED_PROJECTILEDEF_H__
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#include "basedef.h"
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#include "lib/gamelib/gtime.h"
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#include <vector>
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enum PROJ_STATE
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{
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PROJ_INFLIGHT,
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PROJ_IMPACT,
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PROJ_POSTIMPACT,
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PROJ_INACTIVE,
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};
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struct PROJECTILE : public SIMPLE_OBJECT
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{
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PROJECTILE(uint32_t id, unsigned player) : SIMPLE_OBJECT(OBJ_PROJECTILE, id, player) {}
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void update();
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bool deleteIfDead() { if (died == 0 || died >= gameTime - deltaGameTime) return false; delete this; return true; }
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UBYTE state; ///< current projectile state
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UBYTE bVisible; ///< whether the selected player should see the projectile
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WEAPON_STATS* psWStats; ///< firing weapon stats
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BASE_OBJECT* psSource; ///< what fired the projectile
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BASE_OBJECT* psDest; ///< target of this projectile
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std::vector<BASE_OBJECT *> psDamaged; ///< the targets that have already been dealt damage to (don't damage the same target twice)
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Vector3i src; ///< Where projectile started
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Vector3i dst; ///< The target coordinates
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SDWORD vXY, vZ; ///< axis velocities
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Spacetime prevSpacetime; ///< Location of projectile in previous tick.
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UDWORD expectedDamageCaused; ///< Expected damage that this projectile will cause to the target.
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int partVisible; ///< how much of target was visible on shooting (important for homing)
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};
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typedef std::vector<PROJECTILE *>::const_iterator ProjectileIterator;
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/// True iff object is a projectile.
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static inline bool isProjectile(SIMPLE_OBJECT const *psObject) { return psObject != NULL && psObject->type == OBJ_PROJECTILE; }
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/// Returns PROJECTILE * if projectile or NULL if not.
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static inline PROJECTILE *castProjectile(SIMPLE_OBJECT *psObject) { return isProjectile(psObject)? (PROJECTILE *)psObject : (PROJECTILE *)NULL; }
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/// Returns PROJECTILE const * if projectile or NULL if not.
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static inline PROJECTILE const *castProjectile(SIMPLE_OBJECT const *psObject) { return isProjectile(psObject)? (PROJECTILE const *)psObject : (PROJECTILE const *)NULL; }
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#endif // __INCLUDED_PROJECTILEDEF_H__
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