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/**
* @file missiles.h
*
* Interface of missile functionality.
*/
#pragma once
#include <cstdint>
#include <list>
#include <optional>
#include "engine.h"
#include "engine/point.hpp"
#include "engine/world_tile.hpp"
#include "misdat.h"
#include "monster.h"
#include "player.h"
#include "spelldat.h"
namespace devilution {
constexpr WorldTilePosition GolemHoldingCell = Point { 1, 0 };
struct MissilePosition {
/** Sprite's pixel offset from tile. */
Displacement offset;
/** Pixel velocity while moving */
Displacement velocity;
/** Pixels traveled as a numerator of 65,536. */
Displacement traveled;
WorldTilePosition tile;
/** Start position */
WorldTilePosition start;
/**
* @brief Specifies the location (tile) while rendering
*/
WorldTilePosition tileForRendering;
/**
* @brief Specifies the location (offset) while rendering
*/
Displacement offsetForRendering;
/**
* @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)
*/
void StopMissile()
{
velocity = {};
if (tileForRendering == tile)
offset = offsetForRendering;
}
};
/**
* Represent a more fine-grained direction than the 8 value Direction enum.
*
* This is used when rendering projectiles like arrows which have additional sprites for "half-winds" on a 16-point compass.
* The sprite sheets are typically 0-indexed and use the following layout (relative to the screen projection)
*
* W WSW SW SSW S
* ^
* WNW | SSE
* |
* NW -------+------> SE
* |
* NNW | ESE
* |
* N NNE NE ENE E
*/
enum class Direction16 : uint8_t {
South,
South_SouthWest,
SouthWest,
West_SouthWest,
West,
West_NorthWest,
NorthWest,
North_NorthWest,
North,
North_NorthEast,
NorthEast,
East_NorthEast,
East,
East_SouthEast,
SouthEast,
South_SouthEast,
};
enum class MissileSource : uint8_t {
Player,
Monster,
Trap,
};
struct Missile {
/** Type of projectile */
MissileID _mitype;
MissilePosition position;
int _mimfnum; // The direction of the missile (direction enum)
int _mispllvl;
5 years ago
bool _miDelFlag; // Indicate whether the missile should be deleted
MissileGraphicID _miAnimType;
MissileGraphicsFlags _miAnimFlags;
OptionalClxSpriteList _miAnimData;
int _miAnimDelay; // Tick length of each frame in the current animation
int _miAnimLen; // Number of frames in current animation
// TODO: This field is no longer used and is always equal to
// (*_miAnimData)[0].width()
uint16_t _miAnimWidth;
int16_t _miAnimWidth2;
int _miAnimCnt; // Increases by one each game tick, counting how close we are to _pAnimDelay
int _miAnimAdd;
int _miAnimFrame; // Current frame of animation + 1.
bool _miDrawFlag;
bool _miLightFlag;
bool _miPreFlag;
uint32_t _miUniqTrans;
int _mirange; // Time to live for the missile in game ticks, oncs 0 the missile will be marked for deletion via _miDelFlag
int _misource;
mienemy_type _micaster;
int _midam;
bool _miHitFlag;
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
int _mlid;
int _mirnd;
int var1;
int var2;
int var3;
int var4;
int var5;
int var6;
int var7;
bool limitReached;
/**
* @brief For moving missiles lastCollisionTargetHash contains the last entity (player or monster) that was checked in CheckMissileCol (needed to avoid multiple hits for a entity at the same tile).
*/
int16_t lastCollisionTargetHash;
4 years ago
/** @brief Was the missile generated by a trap? */
4 years ago
[[nodiscard]] bool IsTrap() const
{
return _misource == -1;
}
[[nodiscard]] Player *sourcePlayer()
{
if (IsNoneOf(_micaster, TARGET_BOTH, TARGET_MONSTERS) || _misource == -1)
return nullptr;
return &Players[_misource];
}
[[nodiscard]] Monster *sourceMonster()
{
if (_micaster != TARGET_PLAYERS || _misource == -1)
return nullptr;
return &Monsters[_misource];
}
[[nodiscard]] bool isSameSource(Missile &missile)
{
return sourceType() == missile.sourceType() && _misource == missile._misource;
}
MissileSource sourceType()
{
if (_misource == -1)
return MissileSource::Trap;
if (_micaster == TARGET_PLAYERS)
return MissileSource::Monster;
return MissileSource::Player;
}
};
extern std::list<Missile> Missiles;
extern bool MissilePreFlag;
struct DamageRange {
int min;
int max;
};
DamageRange GetDamageAmt(SpellID spell, int spellLevel);
/**
* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to.
*
* @code{.unparsed}
* W sW SW Sw S
* ^
* nW | Se
* |
* NW ------+-----> SE
* |
* Nw | sE
* |
* N Ne NE nE E
* @endcode
*
* @param p1 The point from which the vector starts.
* @param p2 The point from which the vector ends.
* @return the direction of the p1->p2 vector
*/
Direction16 GetDirection16(Point p1, Point p2);
bool MonsterTrapHit(int monsterId, int mindam, int maxdam, int dist, MissileID t, DamageType damageType, bool shift);
bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, MissileID mtype, DamageType damageType, bool shift, DeathReason deathReason, bool *blocked);
/**
* @brief Could the missile collide with solid objects? (like walls or closed doors)
*/
bool IsMissileBlockedByTile(Point position);
/**
* @brief Sets the missile sprite to the given sheet frame
* @param missile this object
* @param dir Sprite frame, typically representing a direction but there are some exceptions (arrows being 1 indexed, directionless spells)
*/
void SetMissDir(Missile &missile, int dir);
/**
* @brief Sets the sprite for this missile so it matches the given Direction
* @param missile this object
* @param dir Desired facing
*/
inline void SetMissDir(Missile &missile, Direction dir)
{
SetMissDir(missile, static_cast<int>(dir));
}
/**
* @brief Sets the sprite for this missile so it matches the given Direction16
* @param missile this object
* @param dir Desired facing at a 22.8125 degree resolution
*/
inline void SetMissDir(Missile &missile, Direction16 dir)
{
SetMissDir(missile, static_cast<int>(dir));
}
void InitMissiles();
struct AddMissileParameter {
WorldTilePosition dst;
Direction midir;
Missile *pParent;
bool spellFizzled;
};
void AddOpenNest(Missile &missile, AddMissileParameter &parameter);
void AddRuneOfFire(Missile &missile, AddMissileParameter &parameter);
void AddRuneOfLight(Missile &missile, AddMissileParameter &parameter);
void AddRuneOfNova(Missile &missile, AddMissileParameter &parameter);
void AddRuneOfImmolation(Missile &missile, AddMissileParameter &parameter);
void AddRuneOfStone(Missile &missile, AddMissileParameter &parameter);
void AddReflect(Missile &missile, AddMissileParameter &parameter);
void AddBerserk(Missile &missile, AddMissileParameter &parameter);
/**
* var1: Direction to place the spawn
*/
void AddHorkSpawn(Missile &missile, AddMissileParameter &parameter);
void AddJester(Missile &missile, AddMissileParameter &parameter);
void AddStealPotions(Missile &missile, AddMissileParameter &parameter);
void AddStealMana(Missile &missile, AddMissileParameter &parameter);
void AddSpectralArrow(Missile &missile, AddMissileParameter &parameter);
void AddWarp(Missile &missile, AddMissileParameter &parameter);
void AddLightningWall(Missile &missile, AddMissileParameter &parameter);
void AddBigExplosion(Missile &missile, AddMissileParameter &parameter);
void AddImmolation(Missile &missile, AddMissileParameter &parameter);
void AddLightningBow(Missile &missile, AddMissileParameter &parameter);
void AddMana(Missile &missile, AddMissileParameter &parameter);
void AddMagi(Missile &missile, AddMissileParameter &parameter);
void AddRingOfFire(Missile &missile, AddMissileParameter &parameter);
void AddSearch(Missile &missile, AddMissileParameter &parameter);
void AddChargedBoltBow(Missile &missile, AddMissileParameter &parameter);
void AddElementalArrow(Missile &missile, AddMissileParameter &parameter);
void AddArrow(Missile &missile, AddMissileParameter &parameter);
void AddPhasing(Missile &missile, AddMissileParameter &parameter);
void AddFirebolt(Missile &missile, AddMissileParameter &parameter);
void AddMagmaBall(Missile &missile, AddMissileParameter &parameter);
void AddTeleport(Missile &missile, AddMissileParameter &parameter);
void AddNovaBall(Missile &missile, AddMissileParameter &parameter);
void AddFireWall(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
* var4: X coordinate of the missile-light
* var5: Y coordinate of the missile-light
*/
void AddFireball(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the missile
* var2: Y coordinate of the missile
*/
void AddLightningControl(Missile &missile, AddMissileParameter &parameter);
void AddLightning(Missile &missile, AddMissileParameter &parameter);
void AddMissileExplosion(Missile &missile, AddMissileParameter &parameter);
void AddWeaponExplosion(Missile &missile, AddMissileParameter &parameter);
/**
* var1: Animation
*/
void AddTownPortal(Missile &missile, AddMissileParameter &parameter);
void AddFlashBottom(Missile &missile, AddMissileParameter &parameter);
void AddFlashTop(Missile &missile, AddMissileParameter &parameter);
void AddManaShield(Missile &missile, AddMissileParameter &parameter);
void AddFlameWave(Missile &missile, AddMissileParameter &parameter);
/**
* var1: Animation
* var3: Light strength
*/
void AddGuardian(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the destination
* var2: Y coordinate of the destination
*/
void AddChainLightning(Missile &missile, AddMissileParameter &parameter);
void AddRhino(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
*/
void AddGenericMagicMissile(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
*/
void AddAcid(Missile &missile, AddMissileParameter &parameter);
void AddAcidPuddle(Missile &missile, AddMissileParameter &parameter);
/**
* var1: mmode of the monster
* var2: mnum of the monster
*/
void AddStoneCurse(Missile &missile, AddMissileParameter &parameter);
void AddGolem(Missile &missile, AddMissileParameter &parameter);
void AddApocalypseBoom(Missile &missile, AddMissileParameter &parameter);
void AddHealing(Missile &missile, AddMissileParameter &parameter);
void AddHealOther(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
* var4: X coordinate of the destination
* var5: Y coordinate of the destination
*/
void AddElemental(Missile &missile, AddMissileParameter &parameter);
void AddIdentify(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the first wave
* var2: Y coordinate of the first wave
* var3: Direction of the first wave
* var4: Direction of the second wave
* var5: X coordinate of the second wave
* var6: Y coordinate of the second wave
*/
void AddFireWallControl(Missile &missile, AddMissileParameter &parameter);
void AddInfravision(Missile &missile, AddMissileParameter &parameter);
/**
* var1: X coordinate of the destination
* var2: Y coordinate of the destination
*/
void AddFlameWaveControl(Missile &missile, AddMissileParameter &parameter);
void AddNova(Missile &missile, AddMissileParameter &parameter);
void AddRage(Missile &missile, AddMissileParameter &parameter);
void AddItemRepair(Missile &missile, AddMissileParameter &parameter);
void AddStaffRecharge(Missile &missile, AddMissileParameter &parameter);
void AddTrapDisarm(Missile &missile, AddMissileParameter &parameter);
void AddApocalypse(Missile &missile, AddMissileParameter &parameter);
void AddInferno(Missile &missile, AddMissileParameter &parameter);
void AddInfernoControl(Missile &missile, AddMissileParameter &parameter);
/**
* var1: Light strength
* var2: Base direction
*/
void AddChargedBolt(Missile &missile, AddMissileParameter &parameter);
void AddHolyBolt(Missile &missile, AddMissileParameter &parameter);
void AddResurrect(Missile &missile, AddMissileParameter &parameter);
void AddResurrectBeam(Missile &missile, AddMissileParameter &parameter);
void AddTelekinesis(Missile &missile, AddMissileParameter &parameter);
void AddBoneSpirit(Missile &missile, AddMissileParameter &parameter);
void AddRedPortal(Missile &missile, AddMissileParameter &parameter);
void AddDiabloApocalypse(Missile &missile, AddMissileParameter &parameter);
Missile *AddMissile(WorldTilePosition src, WorldTilePosition dst, Direction midir, MissileID mitype,
mienemy_type micaster, int id, int midam, int spllvl,
Missile *parent = nullptr, std::optional<_sfx_id> lSFX = std::nullopt);
void ProcessElementalArrow(Missile &missile);
void ProcessArrow(Missile &missile);
void ProcessGenericProjectile(Missile &missile);
void ProcessNovaBall(Missile &missilei);
void ProcessAcidPuddle(Missile &missile);
void ProcessFireWall(Missile &missile);
void ProcessFireball(Missile &missile);
void ProcessHorkSpawn(Missile &missile);
void ProcessRune(Missile &missile);
void ProcessLightningWall(Missile &missile);
void ProcessBigExplosion(Missile &missile);
void ProcessLightningBow(Missile &missile);
void ProcessRingOfFire(Missile &missile);
void ProcessSearch(Missile &missile);
void ProcessLightningWallControl(Missile &missile);
void ProcessImmolation(Missile &missile);
void ProcessSpectralArrow(Missile &missile);
void ProcessLightningControl(Missile &missile);
void ProcessLightning(Missile &missile);
void ProcessTownPortal(Missile &missile);
void ProcessFlashBottom(Missile &missile);
void ProcessFlashTop(Missile &missile);
void ProcessFlameWave(Missile &missile);
void ProcessGuardian(Missile &missile);
void ProcessChainLightning(Missile &missile);
void ProcessWeaponExplosion(Missile &missile);
void ProcessMissileExplosion(Missile &missile);
void ProcessAcidSplate(Missile &missile);
void ProcessTeleport(Missile &missile);
void ProcessStoneCurse(Missile &missile);
void ProcessApocalypseBoom(Missile &missile);
void ProcessRhino(Missile &missile);
void ProcessFireWallControl(Missile &missile);
void ProcessInfravision(Missile &missile);
void ProcessApocalypse(Missile &missile);
void ProcessFlameWaveControl(Missile &missile);
void ProcessNova(Missile &missile);
void ProcessRage(Missile &missile);
void ProcessInferno(Missile &missile);
void ProcessInfernoControl(Missile &missile);
void ProcessChargedBolt(Missile &missile);
void ProcessHolyBolt(Missile &missile);
void ProcessElemental(Missile &missile);
void ProcessBoneSpirit(Missile &missile);
void ProcessResurrectBeam(Missile &missile);
void ProcessRedPortal(Missile &missile);
void ProcessMissiles();
void missiles_process_charge();
void RedoMissileFlags();
#ifdef BUILD_TESTING
void TestRotateBlockedMissile(Missile &missile);
#endif
} // namespace devilution