GameScript: Move initialization out of constructor.
[gemrb.git] / gemrb / core / Projectile.h
blobce69186a9c9e6d9298f2ac118937b2ce546071d0
1 /* GemRB - Infinity Engine Emulator
2 * Copyright (C) 2006 The GemRB Project
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
21 /**
22 * @file Projectile.h
23 * Declares Projectile, class for supporting functionality of spell/item projectiles
24 * @author The GemRB Project
28 #ifndef PROJECTILE_H
29 #define PROJECTILE_H
31 #include "exports.h"
32 #include "ie_types.h"
33 #include "Palette.h"
34 #include "PathFinder.h"
35 #include "CharAnimations.h" //contains MAX_ORIENT
36 #include "Map.h"
38 //this is the height of the projectile when Spark Flag Fly = 1
39 #define FLY_HEIGHT 50
40 //this is supposed to move the projectile to the background
41 #define BACK_DEPTH 50
43 //projectile phases
44 #define P_UNINITED -1
45 #define P_TRAVEL 0 //projectile moves to target
46 #define P_TRIGGER 1 //projectile hovers over target, waits for trigger
47 #define P_EXPLODING1 2 //projectile explosion spreads
48 #define P_EXPLODING2 3 //projectile explosion repeats
49 #define P_EXPLODED 4 //projectile spread over area
50 #define P_EXPIRED 99 //projectile scheduled for removal (existing parts are still drawn)
52 //projectile spark flags
53 #define PSF_SPARKS 1
54 #define PSF_FLYING 2
55 #define PSF_LOOPING 4 //looping sound
56 #define PSF_IGNORE_CENTER 16
58 //projectile travel flags
59 #define PTF_COLOUR 1 //fake colours
60 #define PTF_SMOKE 2 //has smoke
61 #define PTF_TINT 8 //tint projectile
62 #define PTF_SHADOW 32 //has shadow bam
63 #define PTF_LIGHT 64 //has light shadow
64 #define PTF_BLEND 128 //blend colours
66 //projectile extended travel flags (gemrb specific)
67 #define PEF_BOUNCE 1 //bounce from walls (lightning bolt)
68 #define PEF_CONTINUE 2 //continue as a travel projectile after trigger (lightning bolt)
69 #define PEF_FREEZE 4 //stay around (ice dagger)
70 #define PEF_NO_TRAVEL 8 //all instant projectiles (draw upon holy might, finger of death)
71 #define PEF_TRAIL 16 //trail bams facing value uses the same field as the travel projectile (otherwise it defaults to 9) (shout in iwd)
72 #define PEF_CURVE 32 //curved path (magic missile)
73 #define PEF_RANDOM 64 //random starting frame for animation (?)
74 #define PEF_PILLAR 128 //draw all cycles simultaneously on top of each other (call lightning, flamestrike)
75 #define PEF_HALFTRANS 256 //half-transparency (holy might)
76 #define PEF_TINT 512 //use palette gradient as tint
77 #define PEF_ITERATION 1024 //create another projectile of type-1 (magic missiles)
78 #define PEF_TILED 2048 //tiled AOE (bg1 cone of cold/fire)
79 #define PEF_FALLING 4096 //projectile falls down vertically (cow)
80 #define PEF_INCOMING 8192 //projectile falls in on trajectory (comet)
81 #define PEF_LINE 16384 //solid line between source and target (agannazar's scorcher)
82 #define PEF_WALL 32768 //solid line in front of source, crossing target (wall of fire)
83 #define PEF_BACKGROUND 0x10000 //draw under target,overrides flying (dimension door)
84 #define PEF_POP 0x20000 //draw travel bam, then shadow, then travel bam backwards
85 #define PEF_UNPOP 0x40000 //draw shadow, then travel bam (this is an internal flag)
86 #define PEF_FADE 0x80000 //gradually fade on spot if used with PEF_FREEZE (ice dagger)
87 #define PEF_TEXT 0x100000//display text during setup
88 #define PEF_WANDERING 0x200000//random movement (no real path)
89 #define PEF_CYCLE 0x400000//random cycle
90 #define PEF_RGB 0x800000//rgb pulse on hit
92 //projectile area flags
93 #define PAF_VISIBLE 1 //the travel projectile is visible until explosion
94 #define PAF_INANIMATE 2 //target inanimates
95 #define PAF_TRIGGER 4 //explosion needs to be triggered
96 #define PAF_SYNC 8 //one explosion at a time
97 #define PAF_SECONDARY 16 //secondary projectiles at explosion
98 #define PAF_FRAGMENT 32 //fragments (charanimation) at explosion
99 #define PAF_ENEMY 64 //target party or not party
100 #define PAF_PARTY 128 //target party
101 #define PAF_TARGET (64|128)
102 #define PAF_VVC 1024
103 #define PAF_CONE 2048
104 #define PAF_DELAY 0x4000
105 #define PAF_AFFECT_ONE 0x8000
108 //area projectile flags (in areapro.2da)
109 //this functionality was hardcoded in the original engine, so the bit flags are
110 //completely arbitrary (i assign them as need arises)
111 //child projectiles need to be tinted (example: stinking cloud, counter example: fireball)
112 #define APF_TINT 1
113 //child projectiles fill the whole area (example: stinking cloud, counter example: fireball)
114 #define APF_FILL 2
115 //child projectiles start in their destination (example: icestorm, counter example: fireball)
116 #define APF_SCATTER 4
117 //the explosion vvc has gradient (example: icestorm, counter example: fireball)
118 #define APF_VVCPAL 8
119 //there is an additional added scatter after the initial spreading ring
120 #define APF_SPREAD 16
121 //the spread projectile needs gradient colouring,not tint (example:web, counter example: stinking cloud)
122 #define APF_PALETTE 32
123 //use both animations in the spread
124 #define APF_BOTH 64
125 //more child projectiles
126 #define APF_MORE 128
127 //apply spell on caster if failed to find target
128 #define APF_SPELLFAIL 256
130 struct ProjectileExtension
132 ieDword AFlags;
133 ieWord TriggerRadius;
134 ieWord ExplosionRadius;
135 ieResRef SoundRes; //used for areapro.2da explosion sound
136 ieWord Delay;
137 ieWord FragAnimID;
138 ieWord FragProjIdx;
139 ieByte ExplosionCount;
140 ieByte ExplType;
141 ieWord ExplColor;
142 ieWord ExplProjIdx;
143 ieResRef VVCRes; //used for areapro.2da second resref (center animation)
144 ieWord ConeWidth;
145 //these are GemRB specific (from areapro.2da)
146 ieDword APFlags; //areapro.2da flags
147 ieResRef Spread; //areapro.2da first resref
148 ieResRef Secondary; //areapro.2da third resref
149 ieResRef AreaSound; //areapro.2da second sound resource
152 class GEM_EXPORT Projectile
154 public:
155 Projectile();
156 ~Projectile();
157 void InitExtension();
159 ieWord Speed;
160 ieDword SFlags;
161 ieResRef SoundRes1;
162 ieResRef SoundRes2;
163 ieResRef SoundRes3;
164 ieDword SparkColor;
165 ieDword ExtFlags;
166 ieDword StrRef;
167 ieDword RGB;
168 ieWord ColorSpeed;
169 ieWord Shake;
170 ////// gap
171 ieDword TFlags;
172 ieResRef BAMRes1;
173 ieResRef BAMRes2;
174 ieByte Seq1, Seq2;
175 ieWord LightX;
176 ieWord LightY;
177 ieWord LightZ;
178 ieResRef PaletteRes;
179 ieByte Gradients[7];
180 ieByte SmokeSpeed;
181 ieByte SmokeGrad[7];
182 ieByte Aim;
183 ieWord SmokeAnimID;
184 ieResRef TrailBAM[3];
185 ieWord TrailSpeed[3];
186 //these are public but not in the .pro file
187 ProjectileExtension* Extension;
188 bool autofree;
189 Palette* palette;
190 //internals
191 protected:
192 ieResRef smokebam;
193 ieDword timeStartStep;
194 //attributes from moveable object
195 unsigned char Orientation, NewOrientation;
196 PathNode* path; //whole path
197 PathNode* step; //actual step
198 //similar to normal actors
199 Map *area;
200 Point Pos;
201 Point Destination;
202 Point Origin;
203 ieDword Caster; //the globalID of the caster actor
204 ieDword Target; //the globalID of target actor
205 int phase;
206 //saved in area
207 ieResRef name;
208 ieWord type;
209 //these come from the extension area
210 int extension_delay;
211 int extension_explosioncount;
212 Color tint;
214 //special (not using char animations)
215 Animation* travel[MAX_ORIENT];
216 Animation* shadow[MAX_ORIENT];
217 Sprite2D* light;//this is just a round/halftrans sprite, has no animation
218 EffectQueue* effects;
219 Projectile **children;
220 int child_size;
221 int pathcounter;
222 public:
223 void SetCaster(ieDword t);
224 ieDword GetCaster();
225 void SetTarget(ieDword t);
226 void SetTarget(Point &p);
227 bool PointInRadius(Point &p);
228 void Cleanup();
230 //inliners to protect data consistency
231 inline PathNode * GetNextStep() {
232 if (!step) {
233 DoStep((unsigned int) ~0);
235 return step;
238 inline Point GetDestination() const { return Destination; }
239 inline const char * GetName() const { return name; }
240 inline ieWord GetType() const { return type; }
241 //This assumes that the effect queue cannot be bigger than 65535
242 //which is a sane expectation
243 inline EffectQueue *GetEffects() {
244 return effects;
247 inline unsigned char GetOrientation() const {
248 return Orientation;
250 //no idea if projectiles got height, using y
251 inline int GetHeight() const {
252 //if projectile is drawn behind target
253 if (ExtFlags&PEF_BACKGROUND) {
254 return Pos.y-BACK_DEPTH;
257 //if projectile is flying
258 if (SFlags&PSF_FLYING) {
259 return Pos.y+FLY_HEIGHT;
261 return Pos.y;
264 void SetIdentifiers(const char *name, ieWord type);
266 void SetEffectsCopy(EffectQueue *eq);
268 //don't forget to set effects to NULL when the projectile discharges
269 //unexploded projectiles are responsible to destruct their payload
271 inline void SetEffects(EffectQueue *fx) {
272 effects = fx;
275 inline unsigned char GetNextFace() {
276 //slow turning
277 if (Orientation != NewOrientation) {
278 if ( ( (NewOrientation-Orientation) & (MAX_ORIENT-1) ) <= MAX_ORIENT/2) {
279 Orientation++;
280 } else {
281 Orientation--;
283 Orientation = Orientation&(MAX_ORIENT-1);
286 return Orientation;
289 inline void SetOrientation(int value, bool slow) {
290 //MAX_ORIENT == 16, so we can do this
291 NewOrientation = (unsigned char) (value&(MAX_ORIENT-1));
292 if (!slow) {
293 Orientation = NewOrientation;
297 void Setup();
298 //sets how long a created travel projectile will hover over a spot
299 //before vanishing (without the need of area extension)
300 void SetDelay(int delay);
301 void MoveTo(Map *map, Point &Des);
302 void ClearPath();
303 //handle phases, return 0 when expired
304 int Update();
305 //draw object
306 void Draw(Region &screen);
307 void SetGradient(int gradient, bool tint);
308 void StaticTint(Color &newtint);
309 private:
310 //creates a child projectile with current_projectile_id - 1
311 void CreateIteration();
312 void CreateAnimations(Animation **anims, const ieResRef bam, int Seq);
313 //pillar type animations
314 void CreateCompositeAnimation(Animation **anims, AnimationFactory *af, int Seq);
315 //oriented animations (also simple ones)
316 void CreateOrientedAnimations(Animation **anims, AnimationFactory *af, int Seq);
317 void GetPaletteCopy(Animation *anim[], Palette *&pal);
318 void GetSmokeAnim();
319 void SetBlend();
320 void Payload();
321 void EndTravel();
322 void ChangePhase();
323 void AddTrail(ieResRef BAM, const ieByte *pal);
324 void DoStep(unsigned int walk_speed);
325 void LineTarget(); //line projectiles (walls, scorchers)
326 void SecondaryTarget(); //area projectiles (circles, cones)
327 void CheckTrigger(unsigned int radius);
328 void SetupWall();
329 void DrawLine(Region &screen, int face, ieDword flag);
330 void DrawTravel(Region &screen);
331 bool DrawChildren(Region &screen);
332 void DrawExplosion(Region &screen);
333 void DrawExploded(Region &screen);
334 int GetTravelPos(int face);
335 int GetShadowPos(int face);
336 void SetPos(int face, int frame1, int frame2);
337 //logic to resolve target when single projectile hit destination
338 int CalculateTargetFlag();
339 Actor *GetTarget();
340 void NextTarget(Point &p);
341 void SetupPalette(Animation *anim[], Palette *&pal, const ieByte *gradients);
344 #endif // PROJECTILE_H