/** ** Handle point to point missile. ** ** @param missile Missile pointer. ** ** @return true if goal is reached, false else. */ bool PointToPointMissile(Missile &missile) { if (MissileInitMove(missile) == true) { return true; } Assert(missile.Type != NULL); Assert(missile.TotalStep != 0); const PixelPos diff = (missile.destination - missile.source); missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep; if (missile.Type->Smoke.Missile && (missile.CurrentStep || missile.State > 1)) { const PixelPos position = missile.position + missile.Type->size / 2; MakeMissile(*missile.Type->Smoke.Missile, position, position); } if (missile.Type->SmokeParticle && (missile.CurrentStep || missile.State > 1)) { const PixelPos position = missile.position + missile.Type->size / 2; missile.Type->SmokeParticle->pushPreamble(); missile.Type->SmokeParticle->pushInteger(position.x); missile.Type->SmokeParticle->pushInteger(position.y); missile.Type->SmokeParticle->run(); } if (missile.Type->Pierce) { MissileHandlePierce(missile, Map.MapPixelPosToTilePos(missile.position)); } return false; }
/** ** Calculate parabolic trajectories. ** ** @param missile Missile pointer. ** ** @return 1 if target is reached, 0 otherwise ** ** @todo Find good values for ZprojToX and Y */ static int ParabolicMissile(Missile *missile) { int orig_x; // position before moving. int orig_y; // position before moving. int xstep; int ystep; int k; // Coefficient of the parabol. int zprojToX; // Projection of Z axis on axis X. int zprojToY; // Projection of Z axis on axis Y. int z; // should be missile->Z later. int x; int y; k = -2048; //-1024; // Should be initialised by an other method (computed with distance...) zprojToX = 4; zprojToY = 1024; if (MissileInitMove(missile) == 1) { return 1; } Assert(missile->Type != NULL); orig_x = missile->X; orig_y = missile->Y; xstep = missile->DX - missile->SourceX; ystep = missile->DY - missile->SourceY; Assert(missile->TotalStep != 0); xstep = xstep * 1000 / missile->TotalStep; ystep = ystep * 1000 / missile->TotalStep; missile->X = missile->SourceX + xstep * missile->CurrentStep / 1000; missile->Y = missile->SourceY + ystep * missile->CurrentStep / 1000; Assert(k != 0); z = missile->CurrentStep * (missile->TotalStep - missile->CurrentStep) / k; // Until Z is used for drawing, modify X and Y. missile->X += z * zprojToX / 64; missile->Y += z * zprojToY / 64; MissileNewHeadingFromXY(missile, missile->X - orig_x, missile->Y - orig_y); if (missile->Type->SmokeMissile && missile->CurrentStep) { x = missile->X + missile->Type->Width / 2; y = missile->Y + missile->Type->Height / 2; MakeMissile(missile->Type->SmokeMissile, x, y, x, y); } return 0; }
/** ** Calculate parabolic trajectories. ** ** @param missile Missile pointer. ** ** @return 1 if target is reached, 0 otherwise ** ** @todo Find good values for ZprojToX and Y */ static int ParabolicMissile(Missile &missile) { int k; // Coefficient of the parabol. int zprojToX; // Projection of Z axis on axis X. int zprojToY; // Projection of Z axis on axis Y. int z; // should be missile.Z later. k = -2048; //-1024; // Should be initialised by an other method (computed with distance...) zprojToX = 4; zprojToY = 1024; if (MissileInitMove(missile) == 1) { return 1; } Assert(missile.Type != NULL); const PixelPos orig_pos = missile.position; Assert(missile.TotalStep != 0); const PixelPos diff = (missile.destination - missile.source); missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep; Assert(k != 0); z = missile.CurrentStep * (missile.TotalStep - missile.CurrentStep) / k; // Until Z is used for drawing, modify X and Y. missile.position.x += z * zprojToX / 64; missile.position.y += z * zprojToY / 64; missile.MissileNewHeadingFromXY(missile.position - orig_pos); if (missile.Type->Smoke.Missile && missile.CurrentStep) { const PixelPos position = missile.position + missile.Type->size / 2; MakeMissile(*missile.Type->Smoke.Missile, position, position); } if (missile.Type->SmokeParticle && missile.CurrentStep) { const PixelPos position = missile.position + missile.Type->size / 2; missile.Type->SmokeParticle->pushPreamble(); missile.Type->SmokeParticle->pushInteger(position.x); missile.Type->SmokeParticle->pushInteger(position.y); missile.Type->SmokeParticle->run(); } if (missile.Type->Pierce) { MissileHandlePierce(missile, Map.MapPixelPosToTilePos(missile.position)); } return 0; }
/** ** Handle point to point missile. ** ** @param missile Missile pointer. ** ** @return 1 if goal is reached, 0 else. */ static int PointToPointMissile(Missile *missile) { int xstep; int ystep; int x; int y; if (MissileInitMove(missile) == 1) { return 1; } Assert(missile->Type != NULL); Assert(missile->TotalStep != 0); xstep = (missile->DX - missile->SourceX) * 1024 / missile->TotalStep; ystep = (missile->DY - missile->SourceY) * 1024 / missile->TotalStep; missile->X = missile->SourceX + xstep * missile->CurrentStep / 1024; missile->Y = missile->SourceY + ystep * missile->CurrentStep / 1024; if (missile->Type->SmokeMissile && missile->CurrentStep) { x = missile->X + missile->Type->Width / 2; y = missile->Y + missile->Type->Height / 2; MakeMissile(missile->Type->SmokeMissile, x, y, x, y); } return 0; }
/** ** Handle point to point missile. ** ** @param missile Missile pointer. ** ** @return true if goal is reached, false else. */ bool PointToPointMissile(Missile &missile) { MissileInitMove(missile); if (missile.TotalStep == 0) { return true; } Assert(missile.Type != NULL); Assert(missile.TotalStep != 0); const PixelPos diff = (missile.destination - missile.source); const PixelPrecise sign(diff.x >= 0 ? 1.0 : -1.0, diff.y >= 0 ? 1.0 : -1.0); // Remember sign to move into correct direction const PixelPrecise oldPos((double)missile.position.x, (double)missile.position.y); // Remember old position PixelPrecise pos(oldPos); missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep; for (; pos.x * sign.x <= missile.position.x * sign.x && pos.y * sign.y <= missile.position.y * sign.y; pos.x += (double)diff.x * missile.Type->SmokePrecision / missile.TotalStep, pos.y += (double)diff.y * missile.Type->SmokePrecision / missile.TotalStep) { const PixelPos position((int)pos.x + missile.Type->size.x / 2, (int)pos.y + missile.Type->size.y / 2); if (missile.Type->Smoke.Missile && (missile.CurrentStep || missile.State > 1)) { Missile *smoke = MakeMissile(*missile.Type->Smoke.Missile, position, position); if (smoke && smoke->Type->NumDirections > 1) { smoke->MissileNewHeadingFromXY(diff); } } if (missile.Type->SmokeParticle && (missile.CurrentStep || missile.State > 1)) { missile.Type->SmokeParticle->pushPreamble(); missile.Type->SmokeParticle->pushInteger(position.x); missile.Type->SmokeParticle->pushInteger(position.y); missile.Type->SmokeParticle->run(); } if (missile.Type->Pierce) { const PixelPos posInt((int)pos.x, (int)pos.y); MissileHandlePierce(missile, Map.MapPixelPosToTilePos(posInt)); } } // Handle wall blocking and kill first enemy for (pos = oldPos; pos.x * sign.x <= missile.position.x * sign.x && pos.y * sign.y <= missile.position.y * sign.y; pos.x += (double)diff.x / missile.TotalStep, pos.y += (double)diff.y / missile.TotalStep) { const PixelPos position((int)pos.x + missile.Type->size.x / 2, (int)pos.y + missile.Type->size.y / 2); const Vec2i tilePos(Map.MapPixelPosToTilePos(position)); if (Map.Info.IsPointOnMap(tilePos) && MissileHandleBlocking(missile, position)) { return true; } if (missile.Type->MissileStopFlags) { if (!Map.Info.IsPointOnMap(tilePos)) { // gone outside missile.TTL = 0; return false; } const CMapField &mf = *Map.Field(tilePos); if (missile.Type->MissileStopFlags & mf.Flags) { // incompatible terrain missile.position = position; missile.MissileHit(); missile.TTL = 0; return false; } } } if (missile.CurrentStep == missile.TotalStep) { missile.position = missile.destination; return true; } return false; }
/** ** Calculate parabolic trajectories. ** ** @param missile Missile pointer. ** ** @return true if target is reached, false otherwise ** ** @todo Find good values for ZprojToX and Y */ static bool ParabolicMissile(Missile &missile) { // Should be initialised by an other method (computed with distance...) const double k = -missile.Type->ParabolCoefficient; // Coefficient of the parabol. const double zprojToX = 4.0; // Projection of Z axis on axis X. const double zprojToY = 1024.0; // Projection of Z axis on axis Y. double z; // should be missile.Z later. MissileInitMove(missile); if (missile.TotalStep == 0) { return true; } Assert(missile.Type != NULL); const PixelPos orig_pos = missile.position; Assert(missile.TotalStep != 0); const PixelPos diff = (missile.destination - missile.source); const PixelPrecise sign(diff.x >= 0 ? 1 : -1, diff.y >= 0 ? 1 : -1); // Remember sign to move into correct direction PixelPrecise pos(missile.position.x, missile.position.y); // Remember old position missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep; Assert(k != 0); z = (double)missile.CurrentStep * (missile.TotalStep - missile.CurrentStep) / k; // Until Z is used for drawing, modify X and Y. missile.position.x += (int)(z * zprojToX / 64.0); missile.position.y += (int)(z * zprojToY / 64.0); missile.MissileNewHeadingFromXY(missile.position - orig_pos); for (; pos.x * sign.x <= missile.position.x * sign.x && pos.y * sign.y <= missile.position.y * sign.y; pos.x += (double)diff.x * missile.Type->SmokePrecision / missile.TotalStep, pos.y += (double)diff.y * missile.Type->SmokePrecision / missile.TotalStep) { if (missile.Type->Smoke.Missile && missile.CurrentStep) { const PixelPos position((int)pos.x + missile.Type->size.x / 2, (int)pos.y + missile.Type->size.y / 2); Missile *smoke = MakeMissile(*missile.Type->Smoke.Missile, position, position); if (smoke && smoke->Type->NumDirections > 1) { smoke->MissileNewHeadingFromXY(diff); } } if (missile.Type->SmokeParticle && missile.CurrentStep) { const PixelPos position((int)pos.x + missile.Type->size.x / 2, (int)pos.y + missile.Type->size.y / 2); missile.Type->SmokeParticle->pushPreamble(); missile.Type->SmokeParticle->pushInteger(position.x); missile.Type->SmokeParticle->pushInteger(position.y); missile.Type->SmokeParticle->run(); } if (missile.Type->Pierce) { const PixelPos position((int)pos.x, (int)pos.y); MissileHandlePierce(missile, Map.MapPixelPosToTilePos(position)); } } if (missile.CurrentStep == missile.TotalStep) { missile.position = missile.destination; return true; } return false; }