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/**
* @file missiles.h
*
* Interface of missile functionality.
*/
#pragma once
#include <cstdint>
#include <list>
#include <optional>
#include "engine/displacement.hpp"
#include "engine/point.hpp"
#include "engine/world_tile.hpp"
#include "monster.h"
#include "player.h"
#include "tables/misdat.h"
#include "tables/spelldat.h"
#include "utils/is_of.hpp"
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 because the missile doesn't move anymore)
*/
void StopMissile()
{
velocity = {};
if (tileForRendering == tile)
offset = offsetForRendering;
}
};
enum class MissileSource : uint8_t {
Player,
Monster,
Trap,
};
enum class GuardianFrame : uint8_t {
Start = 0,
Idle = 1,
Attack = 2,
};
enum class AcidPuddleFrame : uint8_t {
Idle = 0,
End = 1,
};
enum class FireWallFrame : uint8_t {
Start = 0,
Idle = 1,
};
enum class PortalFrame : uint8_t {
Start = 0,
Idle = 1,
};
enum class RedPortalFrame : uint8_t {
Start = 0,
Idle = 1,
};
struct Missile {
/** Type of projectile */
MissileID _mitype;
MissilePosition position;
private:
int _mimfnum; // The direction of the missile (direction enum)
public:
int _mispllvl;
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;
/** @brief Time to live for the missile in game ticks; once 0, the missile will be marked for deletion via _miDelFlag */
int duration;
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;
/** @brief Was the missile generated by a trap? */
[[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;
}
void setAnimation(MissileGraphicID animtype);
/**
* @brief Sets the missile sprite to the given sheet frame
* @param dir Sprite frame
*/
void setFrameGroupRaw(int frameGroup)
{
_mimfnum = frameGroup;
setAnimation(_miAnimType);
}
void setDefaultFrameGroup()
{
setFrameGroupRaw(0);
}
template <typename FrameEnum>
void setFrameGroup(FrameEnum frameGroup)
{
setFrameGroupRaw(static_cast<int>(frameGroup));
}
/**
* @brief Sets the sprite for this missile so it matches the given Direction
* @param dir Desired facing
*/
void setDirection(Direction dir)
{
setFrameGroupRaw(static_cast<int>(dir));
}
/**
* @brief Sets the sprite for this missile so it matches the given Direction16
* @param dir Desired facing at a 22.8125 degree resolution
*/
void setDirection(Direction16 dir)
{
setFrameGroupRaw(static_cast<int>(dir));
}
int getFrameGroupRaw() const
{
return _mimfnum;
}
template <typename FrameEnum>
FrameEnum getFrameGroup() const
{
static_assert(std::is_enum_v<FrameEnum>, "Frame group must be an enum");
return static_cast<FrameEnum>(_mimfnum);
}
[[nodiscard]] Direction getDirection() const
{
return static_cast<Direction>(_mimfnum);
}
[[nodiscard]] Direction16 getDirection16() const
{
return static_cast<Direction16>(_mimfnum);
}
};
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(Monster &monster, int mindam, int maxdam, int dist, MissileID t, DamageType damageType, bool shift);
bool PlayerMHit(Player &player, 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 tile);
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 AddWallControl(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<SfxID> lSFX = std::nullopt);
inline Missile *AddMissile(WorldTilePosition src, WorldTilePosition dst, Direction midir, MissileID mitype,
mienemy_type micaster, const Player &player, int midam, int spllvl,
Missile *parent = nullptr, std::optional<SfxID> lSFX = std::nullopt)
{
return AddMissile(src, dst, midir, mitype, micaster, player.getId(), midam, spllvl, parent, lSFX);
}
inline Missile *AddMissile(WorldTilePosition src, WorldTilePosition dst, Direction midir, MissileID mitype,
mienemy_type micaster, const Monster &monster, int midam, int spllvl,
Missile *parent = nullptr, std::optional<SfxID> lSFX = std::nullopt)
{
return AddMissile(src, dst, midir, mitype, micaster, static_cast<int>(monster.getId()), midam, spllvl, parent, lSFX);
}
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 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 ProcessWallControl(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 SetUpMissileAnimationData();
void RedoMissileFlags();
#ifdef BUILD_TESTING
void TestRotateBlockedMissile(Missile &missile);
#endif
} // namespace devilution