/* * Seven Kingdoms: Ancient Adversaries * * Copyright 1997,1998 Enlight Software Ltd. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ // Filename : OB_HOMIN.H // Description : BulletHoming, Homing bullet #include #include // --------- define constant --------// enum { BULLET_TARGET_NONE =0, BULLET_TARGET_UNIT =1, BULLET_TARGET_TOWN, BULLET_TARGET_FIRM, BULLET_TARGET_WALL, }; // --------- begin of function BulletHoming::BulletHoming --------// BulletHoming::BulletHoming() : Bullet() { target_type = BULLET_TARGET_NONE; target_recno = 0; } // --------- end of function BulletHoming::BulletHoming --------// // --------- begin of function BulletHoming::~BulletHoming --------// BulletHoming::~BulletHoming() { deinit(); } // --------- end of function BulletHoming::BulletHoming --------// // --------- begin of function BulletHoming::init --------// void BulletHoming::init(char parentType, short parentRecno, short targetXLoc, short targetYLoc, char targetMobileType) { Bullet::init(parentType, parentRecno, targetXLoc, targetYLoc, targetMobileType); // ------- find the maximum range --------// //**** BUGHERE, using parentType and parentRecno to allow bullet by firm, town, etc. //**** BUGHERE, only allow bullet by unit for this version err_when(parent_type!=BULLET_BY_UNIT); Unit *parentUnit = unit_array[parentRecno]; //---------- copy attack info from the parent unit --------// AttackInfo* attackInfo = parentUnit->attack_info_array+parentUnit->cur_attack; speed = attackInfo->bullet_speed; max_step = char((attackInfo->attack_range * ZOOM_LOC_WIDTH + speed-1)/ speed); //--------- keep backup of centre of the bullet ---------// SpriteFrame *spriteFrame = cur_sprite_frame(); // origin_x/y and origin2_x/y are pointing at the centre of the bullet bitmap // origin_x += spriteFrame->offset_x + spriteFrame->width/2; origin_y += spriteFrame->offset_y + spriteFrame->height/2; origin2_x = origin_x; origin2_y = origin_y; go_x += spriteFrame->offset_x + spriteFrame->width/2; go_y += spriteFrame->offset_y + spriteFrame->height/2; // ------- find the target_type and target_recno ------// Location *locPtr = world.get_loc(targetXLoc, targetYLoc); //### begin alex 16/5 ###// //if( locPtr->has_unit(mobile_type) ) if(locPtr->has_unit(targetMobileType)) { target_type = BULLET_TARGET_UNIT; //target_recno = locPtr->unit_recno(mobile_type); target_recno = locPtr->unit_recno(targetMobileType); } //#### end alex 16/5 ####// else if( locPtr->is_town() ) { target_type = BULLET_TARGET_TOWN; target_recno = locPtr->town_recno(); } else if( locPtr->is_firm() ) { target_type = BULLET_TARGET_FIRM; target_recno = locPtr->firm_recno(); } else if( locPtr->is_wall() ) { target_type = BULLET_TARGET_WALL; } } // --------- end of function BulletHoming::init --------// // --------- begin of function BulletHoming::deinit --------// void BulletHoming::deinit() { } // --------- end of function BulletHoming::deinit --------// // --------- begin of function BulletHoming::process_move --------// void BulletHoming::process_move() { int actualStep = total_step; if(target_type == BULLET_TARGET_UNIT) { Unit *unitPtr; if( unit_array.is_deleted(target_recno) || !(unitPtr = unit_array[target_recno]) || !unitPtr->is_visible() ) { // target lost/die, proceed to Bullet::process_move target_type = BULLET_TARGET_NONE; } else { // ---- calculate new target_x_loc, target_y_loc -----// target_x_loc = unitPtr->next_x_loc(); target_y_loc = unitPtr->next_y_loc(); // ---- re-calculate go_x, go_y ------// // go_x/y and origin2_x/y are pointing at the centre of the bullet bitmap // it is different from Bullet go_x = unitPtr->cur_x + ZOOM_LOC_WIDTH / 2; go_y = unitPtr->cur_y + ZOOM_LOC_HEIGHT /2; //---------- set bullet movement steps -----------// SpriteFrame *spriteFrame = cur_sprite_frame(); int adjX = spriteFrame->offset_x+spriteFrame->width/2; int adjY = spriteFrame->offset_y+spriteFrame->height/2; int xStep = abs(go_x - (cur_x+adjX))/speed; int yStep = abs(go_y - (cur_y+adjY))/speed; total_step = cur_step + max(xStep, yStep); // a homing bullet has a limited range, if the target go outside the // the limit, the bullet can't attack the target // in this case, actualStep is the number step from the source // to the target; total_step is the max_step // otherwise, actualStep is as same as total_step actualStep = total_step; if( total_step > max_step ) { total_step = max_step; // target_x_loc and target_y_loc is limited also target_x_loc = (cur_x + adjX) + (int)(go_x-(cur_x+adjX)) / (actualStep - total_step) / ZOOM_LOC_WIDTH; target_x_loc = (cur_y + adjY) + (int)(go_y-(cur_y+adjY)) / (actualStep - total_step) / ZOOM_LOC_HEIGHT; } } } // origin2_x = origin_x; // origin2_y = origin_y; // origin_x/y and origin2_x/y are pointing at the centre of the bullet bitmap // SpriteFrame *spriteFrame = cur_sprite_frame(); short adjX = spriteFrame->offset_x + spriteFrame->width/2; short adjY = spriteFrame->offset_y + spriteFrame->height/2; origin_x = cur_x + adjX; origin_y = cur_y + adjY; cur_x = origin_x + (int)(go_x-origin_x) / (actualStep + 1 - cur_step); cur_y = origin_y + (int)(go_y-origin_y) / (actualStep + 1 - cur_step); // cur_x, cur_y is temporary pointing at the centre of bullet bitmap // detect changing direction if( cur_step > 3 ) // not allow changing direction so fast set_dir(origin2_x, origin2_y, cur_x, cur_y); // change cur_x, cur_y to bitmap reference point spriteFrame= cur_sprite_frame(); adjX = spriteFrame->offset_x + spriteFrame->width/2; adjY = spriteFrame->offset_y + spriteFrame->height/2; cur_x -= adjX; cur_y -= adjY; cur_step++; //------- update frame id. --------// if( ++cur_frame > cur_sprite_move()->frame_count ) cur_frame = 1; //----- if the sprite has reach the destintion ----// if( cur_step > total_step ) { check_hit(); cur_action = SPRITE_DIE; // Explosion // ###### begin Gilbert 17/5 ########// // if it has die frame, adjust cur_x, cur_y to be align with the target_x_loc, target_y_loc if( sprite_info->die.first_frame_recno ) { next_x = cur_x = target_x_loc * ZOOM_LOC_WIDTH; next_y = cur_y = target_y_loc * ZOOM_LOC_HEIGHT; } // ###### end Gilbert 17/5 ########// cur_frame = 1; } // change of total_step may not call warn_target, so call more warn_target else if( total_step - cur_step <= 1 ) { warn_target(); } } // --------- end of function BulletHoming::process_move --------//