289 lines
13 KiB
C++
289 lines
13 KiB
C++
/**
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* @file missiles.h
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*
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* Interface of missile functionality.
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*/
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#pragma once
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#include <cstdint>
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#include "miniwin/miniwin.h"
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#include "engine.h"
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#include "engine/point.hpp"
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#include "misdat.h"
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#include "monster.h"
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#include "spelldat.h"
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namespace devilution {
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#define MAXMISSILES 125
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struct ChainStruct {
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int idx;
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int _mitype;
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int _mirange;
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};
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struct MissilePosition {
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Point tile;
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/** Sprite's pixel offset from tile. */
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Displacement offset;
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/** Pixel velocity while moving */
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Displacement velocity;
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/** Start position */
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Point start;
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/** Start position */
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Displacement traveled;
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/**
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* @brief Specifies the location (tile) while rendering
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*/
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Point tileForRendering;
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/**
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* @brief Specifies the location (offset) while rendering
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*/
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Displacement offsetForRendering;
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/**
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* @brief Stops the missile (set velocity to zero and set offset to last renderer location; shouldn't matter cause the missile don't move anymore)
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*/
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void StopMissile()
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{
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velocity = {};
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if (tileForRendering == tile)
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offset = offsetForRendering;
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}
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};
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/*
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* W sW SW Sw S
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* ^
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* nW | Se
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* |
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* NW ------+-----> SE
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* |
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* Nw | sE
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* |
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* N Ne NE nE E
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*/
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enum Direction16 {
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DIR16_S,
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DIR16_Sw,
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DIR16_SW,
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DIR16_sW,
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DIR16_W,
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DIR16_nW,
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DIR16_NW,
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DIR16_Nw,
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DIR16_N,
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DIR16_Ne,
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DIR16_NE,
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DIR16_nE,
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DIR16_E,
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DIR16_sE,
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DIR16_SE,
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DIR16_Se,
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};
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struct MissileStruct {
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int _mitype; // Type of projectile (missile_id)
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MissilePosition position;
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int _mimfnum; // The direction of the missile (direction enum)
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int _mispllvl;
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bool _miDelFlag; // Indicate whether the missile should be deleted
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uint8_t _miAnimType;
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int _miAnimFlags;
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const byte *_miAnimData;
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int _miAnimDelay; // Tick length of each frame in the current animation
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int _miAnimLen; // Number of frames in current animation
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int _miAnimWidth;
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int _miAnimWidth2;
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int _miAnimCnt; // Increases by one each game tick, counting how close we are to _pAnimDelay
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int _miAnimAdd;
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int _miAnimFrame; // Current frame of animation.
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bool _miDrawFlag;
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bool _miLightFlag;
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bool _miPreFlag;
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uint32_t _miUniqTrans;
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int _mirange; // Time to live for the missile in game ticks, oncs 0 the missile will be marked for deletion via _miDelFlag
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int _misource;
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/** mienemy_type or player id*/
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int8_t _micaster;
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int _midam;
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bool _miHitFlag;
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int _midist; // Used for arrows to measure distance travelled (increases by 1 each game tick). Higher value is a penalty for accuracy calculation when hitting enemy
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int _mlid;
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int _mirnd;
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int _miVar1;
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int _miVar2;
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int _miVar3;
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int _miVar4;
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int _miVar5;
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int _miVar6;
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int _miVar7;
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bool limitReached;
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};
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extern MissileStruct Missiles[MAXMISSILES];
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extern int AvailableMissiles[MAXMISSILES];
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extern int ActiveMissiles[MAXMISSILES];
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extern int ActiveMissileCount;
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extern bool MissilePreFlag;
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void GetDamageAmt(int i, int *mind, int *maxd);
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int GetSpellLevel(int playerId, spell_id sn);
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Direction16 GetDirection16(Point p1, Point p2);
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void DeleteMissile(int mi, int i);
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bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, int t, bool shift);
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bool PlayerMHit(int pnum, MonsterStruct *monster, int dist, int mind, int maxd, int mtype, bool shift, int earflag, bool *blocked);
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void SetMissDir(int mi, int dir);
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void LoadMissileGFX(BYTE mi);
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void InitMissileGFX();
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void FreeMissiles();
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void FreeMissiles2();
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void InitMissiles();
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void AddHiveExplosion(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFireRune(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLightningRune(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddGreatLightningRune(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddImmolationRune(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddStoneRune(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddReflection(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBerserk(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddHorkSpawn(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddJester(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddStealPotions(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddManaTrap(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddSpecArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddWarp(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLightningWall(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRuneExplosion(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddImmolation(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFireNova(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLightningArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddMana(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddMagi(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRing(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddSearch(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddCboltArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRndTeleport(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFirebolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int dam);
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void AddMagmaball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddKrull(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddTeleport(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLightball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFirewall(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFireball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLightctrl(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddLightning(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddMisexp(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddWeapexp(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddTown(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFlash(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFlash2(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddManashield(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFiremove(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddGuardian(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddChain(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBloodStar(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBone(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddMetlHit(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRhino(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFireman(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFlare(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddAcid(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFireWallA(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddAcidpud(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddStone(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddGolem(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddEtherealize(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddDummy(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBlodbur(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBoom(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddHeal(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddHealOther(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddElement(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddIdentify(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFirewallC(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddInfra(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddWave(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddNova(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBlodboil(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRepair(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRecharge(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddDisarm(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddApoca(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFlame(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddFlamec(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddCbolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int dam);
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void AddHbolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int dam);
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void AddResurrect(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddResurrectBeam(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddTelekinesis(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddBoneSpirit(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddRportal(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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void AddDiabApoca(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam);
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int AddMissile(Point src, Point dst, int midir, int mitype, int8_t micaster, int id, int midam, int spllvl);
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void MI_Dummy(int i);
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void MI_Golem(int mi);
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void MI_Manashield(int i);
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void MI_LArrow(int i);
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void MI_Arrow(int i);
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void MI_Firebolt(int i);
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void MI_Lightball(int i);
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void MI_Krull(int i);
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void MI_Acidpud(int i);
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void MI_Firewall(int i);
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void MI_Fireball(int i);
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void MI_HorkSpawn(int mi);
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void MI_Rune(int i);
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void MI_LightningWall(int i);
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void MI_HiveExplode(int i);
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void MI_Immolation(int i);
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void MI_LightningArrow(int i);
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void MI_Reflect(int i);
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void MI_FireRing(int i);
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void MI_LightningRing(int i);
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void MI_Search(int i);
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void MI_LightningWallC(int i);
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void MI_FireNova(int i);
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void MI_SpecArrow(int i);
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void MI_Lightctrl(int i);
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void MI_Lightning(int i);
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void MI_Town(int i);
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void MI_Flash(int i);
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void MI_Flash2(int i);
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void MI_Etherealize(int i);
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void MI_Firemove(int i);
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void MI_Guardian(int i);
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void MI_Chain(int mi);
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void MI_Blood(int i);
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void MI_Weapexp(int i);
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void MI_Misexp(int i);
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void MI_Acidsplat(int i);
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void MI_Teleport(int i);
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void MI_Stone(int i);
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void MI_Boom(int i);
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void MI_Rhino(int i);
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void MI_Fireman(int i);
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void MI_FirewallC(int i);
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void MI_Infra(int i);
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void MI_Apoca(int i);
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void MI_Wave(int i);
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void MI_Nova(int i);
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void MI_Blodboil(int i);
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void MI_Flame(int i);
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void MI_Flamec(int i);
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void MI_Cbolt(int i);
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void MI_Hbolt(int i);
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void MI_Element(int i);
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void MI_Bonespirit(int i);
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void MI_ResurrectBeam(int i);
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void MI_Rportal(int i);
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void ProcessMissiles();
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void missiles_process_charge();
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void ClearMissileSpot(int mi);
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} // namespace devilution
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