warzone2100/src/projectiledef.h

75 lines
3.1 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 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; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** \file
* Definitions for projectiles.
*/
#ifndef __INCLUDED_PROJECTILEDEF_H__
#define __INCLUDED_PROJECTILEDEF_H__
#include "basedef.h"
#include "lib/gamelib/gtime.h"
#include <vector>
enum PROJ_STATE
{
PROJ_INFLIGHT,
PROJ_IMPACT,
PROJ_POSTIMPACT,
PROJ_INACTIVE,
};
struct PROJECTILE : public SIMPLE_OBJECT
{
PROJECTILE(uint32_t id, unsigned player) : SIMPLE_OBJECT(OBJ_PROJECTILE, id, player) {}
void update();
bool deleteIfDead() { if (died == 0 || died >= gameTime - deltaGameTime) return false; delete this; return true; }
UBYTE state; ///< current projectile state
UBYTE bVisible; ///< whether the selected player should see the projectile
WEAPON_STATS* psWStats; ///< firing weapon stats
BASE_OBJECT* psSource; ///< what fired the projectile
BASE_OBJECT* psDest; ///< target of this projectile
std::vector<BASE_OBJECT *> psDamaged; ///< the targets that have already been dealt damage to (don't damage the same target twice)
Vector3i src; ///< Where projectile started
Vector3i dst; ///< The target coordinates
SDWORD vXY, vZ; ///< axis velocities
Spacetime prevSpacetime; ///< Location of projectile in previous tick.
UDWORD expectedDamageCaused; ///< Expected damage that this projectile will cause to the target.
int partVisible; ///< how much of target was visible on shooting (important for homing)
};
typedef std::vector<PROJECTILE *>::const_iterator ProjectileIterator;
/// True iff object is a projectile.
static inline bool isProjectile(SIMPLE_OBJECT const *psObject) { return psObject != NULL && psObject->type == OBJ_PROJECTILE; }
/// Returns PROJECTILE * if projectile or NULL if not.
static inline PROJECTILE *castProjectile(SIMPLE_OBJECT *psObject) { return isProjectile(psObject)? (PROJECTILE *)psObject : (PROJECTILE *)NULL; }
/// Returns PROJECTILE const * if projectile or NULL if not.
static inline PROJECTILE const *castProjectile(SIMPLE_OBJECT const *psObject) { return isProjectile(psObject)? (PROJECTILE const *)psObject : (PROJECTILE const *)NULL; }
#endif // __INCLUDED_PROJECTILEDEF_H__