_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include "missileconfig.h"
#include "script.h"
#include "unitptr.h"
#include "unitsound.h"
#include "vec2i.h"
Go to the source code of this file.
Classes | |
class | MissileType |
Base structure of missile-types. More... | |
class | Missile |
Missile on the map. More... | |
class | MissileNone |
class | MissilePointToPoint |
class | MissilePointToPointWithHit |
class | MissilePointToPointCycleOnce |
class | MissilePointToPointBounce |
class | MissileStay |
class | MissileCycleOnce |
class | MissileFire |
class | MissileHit |
class | MissileParabolic |
class | MissileLandMine |
class | MissileWhirlwind |
class | MissileFlameShield |
class | MissileDeathCoil |
class | MissileTracer |
class | MissileClipToTarget |
class | MissileContinious |
class | MissileStraightFly |
class | BurningBuildingFrame |
anonymous enum |
Missile-class this defines how a missile-type reacts.
Enumerator | |
---|---|
MissileClassNone | |
MissileClassPointToPoint | Missile does nothing. |
MissileClassPointToPointWithHit | Missile flies from x,y to x1,y1. |
MissileClassPointToPointCycleOnce | Missile flies from x,y to x1,y1 than shows hit animation. |
MissileClassPointToPointBounce | Missile flies from x,y to x1,y1 and animates ONCE from start to finish and back. |
MissileClassStay | Missile flies from x,y to x1,y1 than bounces three times. |
MissileClassCycleOnce | Missile appears at x,y, does it's anim and vanishes. |
MissileClassFire | Missile appears at x,y, then cycle through the frames once. |
MissileClassHit | Missile doesn't move, than checks the source unit for HP. |
MissileClassParabolic | Missile shows the hit points. |
MissileClassLandMine | Missile flies from x,y to x1,y1 using a parabolic path. |
MissileClassWhirlwind | Missile wait on x,y until a non-air unit comes by, the explodes. |
MissileClassFlameShield | Missile appears at x,y, is whirlwind. |
MissileClassDeathCoil | Missile surround x,y. |
MissileClassTracer | Missile is death coil. |
MissileClassClipToTarget | Missile seeks towards to target unit. |
MissileClassContinious | Missile remains clipped to target's current goal and plays his animation once. |
MissileClassStraightFly | Missile stays and plays it's animation several times. Missile flies from x,y to x1,y1 then continues to fly, until incompatible terrain is detected |
int CalculateDamage | ( | const CUnit & | attacker, |
const CUnit & | goal, | ||
const NumberDesc * | formula | ||
) |
Calculates damage done to goal by attacker using formula.
Calculate damage.
attacker | Attacker. |
goal | Goal unit. |
formula | Formula used to calculate damage. |
void CleanMissiles | ( | ) |
Clean missiles.
Clean up missiles.
void CleanMissileTypes | ( | ) |
Clean missile-types.
Clean up missile-types.
Sort visible missiles on map for display.
vp | Viewport pointer. |
table | OUT : array of missile to display sorted by DrawLevel. |
fire a missile
Fire missile.
unit | Unit that fires the missile. |
void FreeBurningBuildingFrames | ( | ) |
void InitMissiles | ( | ) |
Initialize missiles.
Initialize missiles.
void InitMissileTypes | ( | ) |
Initialize missile-types.
Initialize missile-types.
void LoadMissileSprites | ( | ) |
load all missile sprites
Load the graphics for all missiles types
Missile* MakeLocalMissile | ( | const MissileType & | mtype, |
const PixelPos & | startPos, | ||
const PixelPos & | destPos | ||
) |
Missile* MakeMissile | ( | const MissileType & | mtype, |
const PixelPos & | startPos, | ||
const PixelPos & | destPos | ||
) |
void MissileActions | ( | ) |
handle all missiles
Handle all missile actions.
MissileType* MissileBurningBuilding | ( | int | percent | ) |
Get the burning building missile based on hp percent.
Get the burning building missile based on hp percent.
percent | HP percent |
void MissileCclRegister | ( | ) |
Burning building frames.
register ccl features
Register CCL features for missile-type.
bool MissileInitMove | ( | Missile & | missile, |
bool | pointToPoint | ||
) |
Init the move.
missile | missile to initialise for movement. |
MissileType* MissileTypeByIdent | ( | const std::string & | ident | ) |
MissileType* NewMissileTypeSlot | ( | const std::string & | ident | ) |
allocate an empty missile-type slot
Allocate an empty missile-type slot.
ident | Identifier to identify the slot. |
bool PointToPointMissile | ( | Missile & | missile | ) |
Handle point to point missile.
missile | Missile pointer. |
Save missiles.
Save the state missiles to file.
file | Output file. |
int ViewPointDistanceToMissile | ( | const Missile & | missile | ) |
distance from view point to missile
Calculate distance from view-point to missile.
missile | Missile pointer for distance. |
std::vector<BurningBuildingFrame *> BurningBuildingFrames |