Missile Old

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Missile

A library made to handle, optimize and ease projectile creation in your map.



Core - Missile snippet​
Tutorial - How to use Missile​
Miscellaneous​



  • Demo code
  • Disclaimer
  • Development
  • [self=http://www.hiveworkshop.com/forums/jass-resources-412/missile-265370/#post2681196]Changelog[/self]
  • [self=http://www.hiveworkshop.com/forums/jass-resources-412/missile-265370/index10.html#post2776698]Stress test[/self]

library Missile

Read and modify the configuration block within the library very carefully, otherwise it's not garantueed that
Missile is working properly. It should be mentioned that MissileRecycler is the optimal dummy recycler for Missile.
Copy 'n' paste the following code into your map:
JASS:
library Missile /* version 2.5.1
*************************************************************************************
*
*   Creating custom projectiles in Warcraft III.
*   
*   Major goal: 
*       No unessary external requirements. 
*       Implements code optional.
*   
*   Philosophy:
*       I want that feature --> Compiler writes that code into your map script.
*       I don't want that   --> Compiler ignores that code completly.
*
*   Important:
*       Take yourself 2 minutes time to setup Missile correctly. 
*       Otherwise I can't guarantee, that Missile works the way you want.
*       Once the setup is done, you can check out some examples and Missile will be easy
*       to use for everyone. I promise it. 
*
*       Do the setup at: 
*
*           1.) Import instruction  
*           2.) Global configuration
*           3.) Function configuration       
*   
*   Credits to Dirac, emjlr3, AceHart, Bribe, Wietlol, 
*              Nestharus, Maghteridon96, Vexorian and Zwiebelchen.
*
*************************************************************************************
*
*   */ requires /*
*
*       - Missile requires nothing.
*
*************************************************************************************
*
*   Optional requirements listed can reduce overall code generation,
*   add safety mechanisms, decrease overhead and optimize handle management.  
*   For a better overview I put them into blocks.
*
*   I recommend to use at least one per block in your map.
*       
*   a) For best debug results: ( Useful )
*       */ optional ErrorMessage    /* github.com/nestharus/JASS/tree/master/jass/Systems/ErrorMessage  
*   
*   b) Fatal error protection: ( Case: unit out moves of world bounds )   
*           - WorldBounds is safer than BoundSentinel.
*           - WorldBounds adds more overhead than BoundSentinel.
*           - Using none of these two forces Missile to switch from SetUnitX/Y to the SetUnitPosition native.
*       */ optional WorldBounds     /* githubusercontent.com/nestharus/JASS/master/jass/Systems/WorldBounds/script.j
*       */ optional BoundSentinel   /* wc3c.net/showthread.php?t=102576
*       
*   c) Handle recycling: ( Performace gain, memory management )
*           - uses MissileRecylcer > Dummy > xedummy. 
*       */ optional MissileRecycler /* hiveworkshop.com/forums/jass-resources-412/system-missilerecycler-206086/
*       */ optional Dummy           /* github.com/nestharus/JASS/blob/master/jass/Systems/Dummy/Dummy.w3x
*       */ optional xedummy         /* wc3c.net/showthread.php?t=101150
*
*   d) Unit indexing: ( Avoid an onIndex event )
*           - not required for Missile. Only if you use one already.
*       */ optional UnitIndexer     /* github.com/nestharus/JASS/tree/master/jass/Systems/Unit%20Indexer
*
************************************************************************************
*
*   1. Import instruction
*   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*       • Copy Missile into to your map. 
*       • You need a dummy unit, using Vexorians "dummy.mdx".
*         This unit must use the locust and crow form ability. ( Aloc & Amrf )
*                   ¯¯¯¯
*
*   2. Global configuration   
*   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*       Seven constants to setup!
*/
    globals
    
        /**
        *   Missiles are moved periodically. An interval of 1./32. is recommended.
        *       • Too short timeout intervals may cause performance issues.
        *       • Too large timeout intervals may look fishy.
        */
        public constant real TIMER_TIMEOUT                        = 1./32.
        
        /**
        *   Owner of all Missile dummies. Should be a neutral player in your map.
        */ 
        public constant player NEUTRAL_PASSIVE                    = Player(15)
        
        /**
        *   Raw code of the dummy unit. Object Editor ( F6 )
        *       • Must be correct, otherwise missile dummies can neither be recycled nor destroyed.
        *       • Units of other type ids will not be thrown into the recycler bin.
        */
        public constant integer DUMMY_UNIT_ID                     = 'dumi'
    
        /**
        *   The maximum collision size used in your map. If unsure use 197. ( Town hall collision )
        *       • Applies for all types of widgets.
        *       • A precise value can improve Missile's performance,
        *         since smaller values enumerate less widgtes per loop per missile.
        */
        public constant real MAXIMUM_COLLISION_SIZE               = 197.
        
        /**
        *   Collision types for missiles. ( Documentation only )
        *   Missile decides internally each loop which type of collision is required.
        *       • Uses circular collision dectection for speed < collision. ( Good accuracy, best performance )
        *       • Uses rectangle collision for speed >= collision. ( Best accuracy, normal performance )
        */
        public constant integer COLLISION_TYPE_CIRCLE     = 0 
        public constant integer COLLISION_TYPE_RECTANGLE  = 1 
    
        /**
        *   Determine when rectangle collision is required to detect nearby widgets. 
        *       • The smaller the factor the earlier rectangle collision is used. ( by default 1. ) 
        *       • Formula: speed >= collision*Missile_COLLISION_ACCURACY_FACTOR
        */
        public constant real    COLLISION_ACCURACY_FACTOR = 1. 
    
// Optional toogles:
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//      Set booleans listed below to "true" and the compiler will write 
//      the feature into your map. Otherwise this code is completly ignored.                                        
//          • Yay, I want that           --> "true"
//          • Naah that's useless for me --> "false"
        
        /**
        *   USE_COLLISION_Z_FILTER enables z axis checks for widget collision. ( Adds minimal overhead ) 
        *   Use it when you need:
        *       • Missiles flying over or under widgets.
        *       • Determine between flying and walking units.
        */
        public constant boolean USE_COLLISION_Z_FILTER             = true
        
        /**
        *   WRITE_DELAYED_MISSILE_RECYCLING enables a delayed dummy recycling system. ( Very recommended )
        *   Use it if:
        *       • You use a dummy recycling library like MissileRecycler, Dummy or xedummy.
        *       • You want to properly display death animations of effects added to missiles.
        */
        public constant boolean WRITE_DELAYED_MISSILE_RECYCLING    = true
        
        /**
        *   DELAYED_MISSILE_DEATH_ANIMATION_TIME is the delay in seconds
        *   Missile holds back a dummy, before recycling it.
        *       • The time value does not have to be precise.
        *       • Requires WRITE_DELAYED_MISSILE_RECYCLING = true 
        */
        private constant real DELAYED_MISSILE_DEATH_ANIMATION_TIME = 2.

        /**
        *   USE_DESTRUCTABLE_FILTER and USE_ITEM_FILTER are redundant constants from previous Missile versions.
        *   They do nothing, but remain for backwards compatibilty.
        *   From Missile version 1.5 on all widget collisions are always enabled.
        */
        public constant boolean USE_DESTRUCTABLE_FILTER            = true
        public constant boolean USE_ITEM_FILTER                    = true
    endglobals
/*    
*  3. Function configuration   
*  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*       Four functions to setup!
*/
    /**
    *   GetUnitBodySize(unit) returns a fictional value for z - axis collision.
    *   You have two options:
    *       • One constant value shared over all units. 
    *       • Dynamic values based on handle id, type id, unit user data, scaling or other parameters.
    */
    function GetUnitBodySize takes unit whichUnit returns real
        return 100.// Other example: return LoadReal(hash, GetHandleId(whichUnit), KEY_UNIT_BODY_SIZE)
    endfunction

    /**
    *   Same as GetUnitBodySize, but for destructables.
    *   Using occluder height is an idea of mine. Of course you can use your own values.
    */
    function GetDestructableHeight takes destructable d returns real
        return GetDestructableOccluderHeight(d)// Other example: return 100.
    endfunction

    /**
    *   Same as GetUnitBodySize, but for items.
    *   Again it's up to you to figure out a fictional item height.
    */
    function GetItemHeight takes item i returns real
        return 16.
    endfunction
    
    /**
    *   Unit indexers and missiles ( Only if you don't use a dummy recycling library )
    *   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    *   It is most likely intended that projectiles don't run through a unit indexing process.
    *   ToogleUnitIndexer runs:
    *       • Directly before a dummy is created.
    *       • Directly after dummy unit creation.
    *
    *   Please return the previous setup of your indexing tool ( enabled, disabled ),
    *   so Missile can properly reset it to the original state.
    */
    private function ToogleUnitIndexer takes boolean enable returns boolean
        local boolean prev = true//UnitIndexer.enabled
        // set UnitIndexer.enabled = enable
        return prev
    endfunction
    
/**  
*   4. API
*   ¯¯¯¯¯¯
*/
//! novjass ( Disables the compiler until the next endnovjass )

        // Custom type Missile for your projectile needs.
        struct Missile extends array

        // Constants:
        // ==========
            //
            readonly static constant string ORIGIN = "origin"
            //  • Attach point name for fxs on dummies.

            readonly static constant real   HIT_BOX = (2./3.)
            //  • Fictional hit box for homing missiles.
            //    while 0 would be the toe and 1 the head of a unit.
            
        // Available creators:
        // ===================
            // 
            static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns Missile
            //  • Core creator method.
            //  • May launches any unit. 
            //  • Units of type Missile_DUMMY_UNIT_ID get recycled in the end.
            
            static method create takes real x, real y, real z, real angleInRadians, real distanceToTravel, real endZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.

            static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx. 
            
        // Available destructors:
        // ======================
            //
            return true
            //  • Core destructor.
            //  • Returning true in any of the interface methods of the MissileStruct module
            //    will destroy that instance instantly.
            
            method destroy   takes nothing returns nothing
            //  • Destroys the missile during the next timer callback. 
            
            method terminate takes nothing returns nothing
            //  • Destroys the missile instantly. 
            
        // Fields you can set and read directly:
        // =====================================
            //
            unit       source
            unit       target      // For homing missiles.
            real       distance    // Distance traveled.
            player     owner       // Pseudo owner for faster onCollide evaluation. The proper dummy owner remains PLAYER_NEUTRAL_PASSIVE.
            real       speed       // Vector lenght for missile movement in plane x / y. ( DOES NOT TAKE THE TIMER TIMEOUT IN ACCOUNT )
            real       acceleration
            real       damage
            real       turn        // Set a turn rate for missiles.
            integer    data        // For data transfer set and read data.  
            boolean    recycle     // Is automatically set to true, when a Missile reaches it's destination.
            boolean    wantDestroy // Set wantDestroy to true, to destroy a missile during the next timer callback.
            
            // Neither collision nor collisionZ accept values below zero.
            real       collision   // Collision size in plane x / y.
            real       collisionZ  // Collision size in z - axis. ( deprecated )
            
        // Fields you can only read:
        // =========================      
            //
            readonly boolean         allocated        
            readonly unit            dummy// The dummy unit of this missile.
        
            // Position members for you needs.
            readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
            readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and the pitch angle "alpha". 
                                           // Furthermore method origin.move(x, y, z) and impact.move(x, y, z).
            readonly real            terrainZ
            readonly real            x
            readonly real            y
            readonly real            z
            readonly real            angle// Current angle in radians.

        // Method operators for set and read:
        // ==================================
            //
            method operator model= takes string modelFile returns nothing
            method operator model  takes nothing returns string
            //  • Adds an effect handle on a missile dummy to it's "origin".
            //  • You can read the file path.
            //  • For multiple effects access "this.dummy" in your struct.
             
            method operator scale= takes real value returns nothing
            method operator scale  takes nothing returns real
            //  • Set and read the scaling of the dummy unit.  
            
            method operator curve= takes real value returns nothing
            method operator curve  takes nothing returns real
            //  • Enables curved movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
       
            method operator arc=   takes real value returns nothing
            method operator arc    takes nothing returns real
            //  • Enables arcing movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
                        
        // Methods for missile movement:
        // =============================
            //
            method bounce           takes nothing returns nothing
            //  • Moves the MissilePosition "origin" to the current missile coordinates.
            //  • Resets the distance traveled to 0.
            
            method deflect          takes real tx, real ty returns nothing
            //  • Deflect the missile towards tx, ty. Then calls bounce.        
            
            method deflectEx        takes real tx, real ty, real tz returns nothing
            //  • Deflect the missile towards tx, ty, tz. Then calls bounce.
    
            method flightTime2Speed takes real duration returns nothing
            //  • Converts a fly time to a vector lenght for member "speed".
            //  • Does not take acceleration into account. ( Disclaimer )
        
            method setMovementSpeed takes real value returns nothing
            //  • Converts Warcraft III movement speed to a vector lenght for member "speed".
       
        // Methods for missile collision: ( all are hashtable entries )
        // ==============================
            // By default a widget can only be hit once per missile.
            //
            method hitWidget        takes widget w returns nothing
            //  • Saves a widget in the memory as hit by this instance.
        
            method hasHitWidget     takes widget w returns boolean
            //  • Returns true, if "w" has been hit by this instance.
        
            method removeHitWidget  takes widget w returns nothing
            //  • Removes a widget from this missile's memory for widget collision. ( Can hit "w" again )
            
            method flushHitWidgets  takes nothing returns nothing
            //  • Flushes a missile's memory for widget collision. ( All widgets can be hit again )
            
            method enableHitAfter   takes widget w, real seconds returns nothing
            //  • Automatically calls removeHitWidget(w) after "seconds" time. ( Can hit "w" again after given time )
            
        // Module MissileStruct:
        // =====================
            //
            module MissileLaunch // ( optional )
            module MissileStruct
            //  • Enables the entire missile interface for that struct.
            
        // Interface in structs: ( Must implement module MissileStruct ) 
        // =====================
            // 
            //  • Write one, many or all of the static method below into your struct.
            //  • Missiles launched in this struct will run those methods, when their events fire.
            //
            //  • All of those static methods must return a boolean. 
            //      a) return true  --> destroys the missile instance instantly.
            //      b) return false --> keep on flying.

        // Available static method:  
        // ========================
            //
            static method onCollide            takes Missile missile, unit hit returns boolean
            //  • Runs for units in collision range of a missile.

            static method onDestructable       takes Missile missile, destructable hit returns boolean
            //  • Runs for destructables in collision range of a missile.

            static method onItem               takes Missile missile, item hit returns boolean
            //  • Runs for items in collision range of a missile.
            
            static method onTerrain takes Missile missile returns boolean
            //  • Runs when a missile collides with the terrain. ( Ground and cliffs )
            
            static method onFinish  takes Missile missile returns boolean
            //  • Runs only when a missile reaches it's destination. 
            //  • However does not run, if a Missile is destroyed in another method. 
            
            static method onPeriod  takes Missile missile returns boolean
            //  • Runs every Missile_TIMER_TIMEOUT seconds.

            static method onRemove takes Missile missile returns boolean
            //  • Runs when a missile is destroyed. 
            //  • Unlike onFinish, onRemove will runs ALWAYS when a missile is destroyed!!!
            //  
            //  For onRemove the returned boolean has a unique meaning:
            //  • Return true will recycle this missile delayed. ( Only if WRITE_DELAYED_MISSILE_RECYCLING = true )
            //  • Return false will recycle this missile right away.
            
            static method launch takes Missile toLaunch returns nothing
            //  • Well ... Launches this Missile.
            //  • Missile "toLaunch" will behave as declared in the struct. ( static methods from above )
            
    // Misc: ( From the global setup )
    // =====
        //
        // Constants:
        // ==========
            //
            public constant real    TIMER_TIMEOUT                 
            public constant player  NEUTRAL_PASSIVE             
            public constant integer DUMMY_UNIT_ID                
            public constant real    MAXIMUM_COLLISION_SIZE          
            public constant boolean USE_COLLISION_Z_FILTER             
            public constant boolean WRITE_DELAYED_MISSILE_RECYCLING    
            public constant boolean USE_DESTRUCTABLE_FILTER            
            public constant boolean USE_ITEM_FILTER  
            
            readonly static constant string ORIGIN 
            readonly static constant real   HIT_BOX 
        
        // Functions:
        // ==========
            //
            public function GetLocZ               takes real x, real y returns real
                   function GetUnitBodySize       takes unit whichUnit returns real
                   function GetDestructableHeight takes destructable d returns real
                   function GetItemHeight         takes item i returns real
          
//========================================================================
// Missile system. Make changes carefully.
//========================================================================

//! endnovjass ( Enables the compiler )

// Hello and welcome to Missile.
// I wrote a guideline for every piece of code inside Missile, so you 
// can easily understand how the it gets compiled and evaluated.
//
// Let's go!
        
    globals
        // Core constant handle variables of Missile.
        private constant trigger   CORE  = CreateTrigger()
        private constant trigger   MOVE  = CreateTrigger()
        private constant timer     TMR   = CreateTimer()
        private constant location  LOC   = Location(0., 0.)
        private constant rect      RECT  = Rect(0., 0., 0., 0.)
        private constant group     GROUP = CreateGroup()
        private constant hashtable HASH  = InitHashtable()
        // For starting and stopping the timer.
        private integer active = 0
        // Arrays for data structure.
        private integer          array   instances
        private Missile          array   missileList
        private boolexpr         array   expression
        private triggercondition array   condition
        private integer          array   remove
        private boolean          array   destroying
        private boolean          array   recycling
        private integer          array   nextNode
        private integer          array   prevNode
        // Internal widget filter functions.
        private boolexpr destFilter
        private boolexpr itemFilter
        private boolexpr unitFilter
    endglobals
    
    public function GetLocZ takes real x, real y returns real
        call MoveLocation(LOC, x, y)
        return GetLocationZ(LOC)
    endfunction
    
    // For WRITE_DELAYED_MISSILE_RECYCLING = true Missile will hold back
    // dummies for DELAYED_MISSILE_DEATH_ANIMATION_TIME before they are recylced. ( Code placed in a static if )
    //
    //! runtextmacro optional WRITE_MISSILE_RECYCLE_BIN("WRITE_DELAYED_MISSILE_RECYCLING", "DELAYED_MISSILE_DEATH_ANIMATION_TIME")
    
    // The code of WRITE_MISSILE_POSITION_CODE boxes a missiles position and does the required trigonometry.
    //
    //! runtextmacro WRITE_MISSILE_POSITION_CODE()
    
    // Missiles structure works like a linked list with the folling methods:
    // allocateCollection(), allocateNode(), insertFront(node) and remove()
    //
    private keyword MissileStructure
    struct Missile extends array
        implement MissileStructure

        // Constants:
        // ==========
        //
        // Attach point name for effects created by model=. 
        readonly static constant string ORIGIN = "origin"
        
        // Set a ficitional hit box in range of 0 to 1,
        // while 0 is the toe and 1 the head of a unit.
        readonly static constant real HIT_BOX  = (2./3.)
        
        // DEBUG_MODE only members:
        // ========================
        //
        // Checks for double launching. Throws an error message. 
        debug boolean launched 

        // Private members:
        // ================
        //        
        // The position of a missile using curve= does not
        // match the position used by Missile's trigonometry.
        // Therefore we need this member two times.
        // Readable x / y / z for your needs and posX / posY for cool mathematics.
        private real posX
        private real posY
        private real dist// distance
        
        // Readonly members:
        // =================
        //
        // Prevents a double free case.
        readonly boolean allocated
        
        // The dummy unit.
        readonly unit    dummy
        
        // Position members for your needs.
        readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
        readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and "alpha". 
        readonly real            terrainZ
        readonly real            x
        readonly real            y
        readonly real            z
        readonly real            angle// Current angle
        readonly real            prevX
        readonly real            prevY
        readonly real            prevZ
        
        // Collision detection type. ( Evaluated new in each loop )
        readonly integer         collisionType// Current collision type ( circular or rectangle )
        
        // Members you can set:
        // ====================
        //
        unit       source
        unit       target      // For homing missiles.
        real       distance    // Distance traveled.
        player     owner       // Pseudo owner for faster onCollide evaluation. The proper dummy owner is PLAYER_NEUTRAL_PASSIVE.
        real       speed       // Vector lenght for missile movement in plane x / y.
        real       acceleration
        real       damage
        integer    data        // For data transfer set and read data.  
        boolean    recycle     // Is set to true, when a Missile reaches it's destination.
        real       turn        // Sets a turn rate for a missile. 
        real       collision   // Collision size in plane x / y.

        // Setting collision z is deprecated since Missile v2.5. 
        method operator collisionZ= takes real value returns nothing
        endmethod
        method operator collisionZ takes nothing returns real
            return collision
        endmethod
        
        // Operator overloading:
        // =====================
        //
        // Special effect on the missile dummy. For multiple effect attaching, access unit "dummy" directly.
        private effect sfx
        private string path
        method operator model= takes string file returns nothing
            if sfx != null then
                call DestroyEffect(sfx)
                set sfx = null
            endif
                                    // null and ""
            if StringLength(file) > 0 then
                set sfx = AddSpecialEffectTarget(file, dummy, ORIGIN)
                set path = file
            else
                set path = null
            endif
        endmethod
        method operator model takes nothing returns string
            return path
        endmethod
       
        real open
       // Enables curved movement for your missile. 
       // Remember that the result of Tan(PI/2) is infinity.
        method operator curve= takes real value returns nothing
            set open = Tan(value)*origin.distance
        endmethod
        method operator curve takes nothing returns real
            return Atan(open/origin.distance)
        endmethod
       
        real height
        // Enables arcing movement for your missile.
        method operator arc= takes real value returns nothing
            set height = Tan(value)*origin.distance/4
        endmethod
        method operator arc takes nothing returns real
            return Atan(4*height/origin.distance)
        endmethod
       
        private real scaling 
        method operator scale= takes real value returns nothing
            call SetUnitScale(dummy, value, 0., 0.)
            set scaling = value
        endmethod
        method operator scale takes nothing returns real
            return scaling
        endmethod
        
        // Methods:
        // ========
        //
        method bounce takes nothing returns nothing
            call origin.move(x, y, z)
            set dist = 0.
        endmethod
       
        method deflect takes real tx, real ty returns nothing
            local real a = 2.*Atan2(ty - y, tx - x) + bj_PI - angle
            call impact.move(x + (origin.distance - dist)*Cos(a), y + (origin.distance - dist)*Sin(a), impact.z)
            call bounce()
        endmethod
        
        method deflectEx takes real tx, real ty, real tz returns nothing
            call impact.move(impact.x, impact.y, tz)
            call deflect(tx, ty)
        endmethod
    
        method flightTime2Speed takes real duration returns nothing
            set speed = RMaxBJ(0.00000001, (origin.distance - dist)*Missile_TIMER_TIMEOUT/RMaxBJ(0.00000001, duration))
        endmethod
        
        method setMovementSpeed takes real value returns nothing
            set speed = value*Missile_TIMER_TIMEOUT
        endmethod
    
        boolean wantDestroy// For "true" a missile is destroyed on the next timer callback. 100% safe.
        method destroy takes nothing returns nothing
            set wantDestroy = true
        endmethod

        // Instantly destroys a missile.
        method terminate takes nothing returns nothing
            if allocated then
                call remove()
                call impact.destroy()
                call origin.destroy()
            
                call DestroyEffect(sfx)
                call FlushChildHashtable(HASH, this)
                if GetUnitTypeId(dummy) == Missile_DUMMY_UNIT_ID then
                    // MissileRecycler > Dummy > xe.
                    static if LIBRARY_MissileRecycler then
                        call RecycleMissile(dummy)
                    elseif LIBRARY_Dummy and Dummy.create.exists then
                        call Dummy[dummy].destroy()
                    elseif LIBRARY_xedummy and xedummy.release.exists then
                        call xedummy.release(dummy)
                    else
                        call RemoveUnit(dummy)
                    endif
                endif
                set sfx = null
                set source = null
                set target = null
                set dummy = null
                set owner = null
            endif
        endmethod
        
        // Runs in createEx.
        //! textmacro MISSILE_RESET_ALL_MEMBERS
            set path = null
            set speed = 0.
            set acceleration = 0.
            set distance = 0.
            set dist = 0
            set dist = 0.
            set height = 0.
            set turn = 0.
            set open = 0.
            set collision = 0.
            set collisionType = 0
            set stackSize = 0
            set scaling = 1.
            set wantDestroy = false
            set recycle = false
        //! endtextmacro
    
        // Launches a dummy of your choice.
        static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns thistype
            local thistype this = thistype.allocateNode()
            local real originX  = GetUnitX(missileDummy)
            local real originY  = GetUnitY(missileDummy)
            local real originZ  = GetUnitFlyHeight(missileDummy)
            //
            //! runtextmacro MISSILE_RESET_ALL_MEMBERS()
            //
            set origin = MissilePosition.create(originX, originY, originZ)
            set impact = MissilePosition.create(impactX, impactY, impactZ)
            call MissilePosition.link(origin, impact)
                        
            set posX      = originX
            set posY      = originY
            set x         = originX
            set y         = originY
            set z         = originZ
            set angle     = origin.angle
            set dummy     = missileDummy
            
            call SetUnitFlyHeight(missileDummy, originZ, 0.)   
            call SaveUnitHandle(HASH, this, GetHandleId(missileDummy), missileDummy)
            //
            static if LIBRARY_ErrorMessage then
                debug call ThrowWarning(GetUnitTypeId(missileDummy) == 0, "Missile", "createEx", "missileDummy", this, "Invalid missile dummy unit ( null )!")
            endif
            debug set launched = false
            return this
        endmethod
    
        // Freaky static if ensures these libraries really don't exist.
        static if not LIBRARY_MissileRecycler and not LIBRARY_Dummy and not Dummy.create.exists and not LIBRARY_xe_dummy and not xe_dummy.new.exists then
            private static method newMissileUnit takes real x, real y, real z, real face returns unit
                local boolean prev = ToogleUnitIndexer(false)
                set bj_lastCreatedUnit = CreateUnit(Missile_NEUTRAL_PASSIVE, Missile_DUMMY_UNIT_ID , x, y, face)
                call ToogleUnitIndexer(prev)
                call SetUnitX(bj_lastCreatedUnit, x)
                call SetUnitY(bj_lastCreatedUnit, y)
                call UnitAddAbility(bj_lastCreatedUnit, 'Amrf')
                call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0.)
                call PauseUnit(bj_lastCreatedUnit, true)
                return bj_lastCreatedUnit
            endmethod
        endif
    
        // MissileRecylcer > Dummy > xe > Missile.
        //! textmacro MISSILE_GET_DUMMY_FROM_LIBRARY
            static if LIBRARY_MissileRecycler then
                return createEx(GetRecycledMissile(x, y, z, angle*bj_RADTODEG), impactX, impactY, impactZ)
        
            elseif LIBRARY_Dummy and Dummy.create.exists then
                local Dummy dummy = Dummy.create(x, y, angle*bj_RADTODEG)
                call SetUnitFlyHeight(dummy.unit, z, 0.)
                return createEx(dummy.unit, impactX, impactY, impactZ)
        
            elseif LIBRARY_xedummy and xedummy.new.exists then
                set bj_lastCreatedUnit = xedummy.new(Missile_NEUTRAL_PASSIVE, x, y, angle*bj_RADTODEG)
                call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0.)
                return createEx(bj_lastCreatedUnit, impactX, impactY, impactZ)
            
            else
                return createEx(Missile.newMissileUnit(x, y, z, angle*bj_RADTODEG), impactX, impactY, impactZ)
            endif
        //! endtextmacro
    
        // Wrapper to createEx.
        static method create takes real x, real y, real z, real angle, real distance, real impactZ returns thistype
            local real impactX = x + distance*Cos(angle)
            local real impactY = y + distance*Sin(angle)
            // Get the dummy unit.
            //! runtextmacro MISSILE_GET_DUMMY_FROM_LIBRARY()
        endmethod
        
        // Wrapper to createEx.
        static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns thistype
            local real angle = Atan2(impactY - y, impactX - x)
            // Get the dummy unit.
            //! runtextmacro MISSILE_GET_DUMMY_FROM_LIBRARY()
        endmethod
    
        // Missile motion takes place every Missile_TIMER_TIMEOUT
        // before accessing each active struct.
        static Missile temp = 0
        static method move takes nothing returns boolean
            local integer loops = 0   // Current iteration.
            local integer limit = 150 // Set iteration border per trigger evaluation to avoid hitting the operation limit.
            local thistype this = thistype.temp
            
            local MissilePosition p
            local real a 
            local real d
            local unit u
            local real newX
            local real newY
            local real vel
            local real point
            local real pitch
            loop
                exitwhen 0 == this or loops == limit
                set p = origin
                
                // Save previous, respectively current missile position.
                set prevX = x
                set prevY = y
                set prevZ = z
                
                // Evaluate the collision type.
                set vel = speed
                set speed = vel + acceleration
                if vel < collision*Missile_COLLISION_ACCURACY_FACTOR then
                    set collisionType = Missile_COLLISION_TYPE_CIRCLE
                else
                    set collisionType = Missile_COLLISION_TYPE_RECTANGLE
                endif
                
                // Update missile guidance to its intended target.
                set u = target
                if u != null then
                    if 0 == GetUnitTypeId(u) then
                        set target = null 
                    else
                        call origin.move(x, y, z)
                        call impact.move(GetUnitX(u), GetUnitY(u), GetUnitFlyHeight(u) + GetUnitBodySize(u)*Missile.HIT_BOX)
                        set dist = 0
                        set height = 0
                        set curve = 0
                    endif
                endif
                set a = p.angle
                
                // Update the missile facing angle depending on the turn ratio.
                if 0. != turn and Cos(angle - a) < Cos(turn) then
                    if 0. > Sin(a - angle) then
                        set angle = angle - turn
                    else
                        set angle = angle + turn
                    endif
                else
                    set angle = a
                endif
                
                // Update the missile position on the parabola.
                set d = p.distance// origin - impact distance.
                
                set recycle = dist + vel >= d 
                if recycle then// Maximum distance reached. 
                    set point = d
                    set distance = distance + d - dist
                else
                    set distance = distance + vel
                    set point = dist + vel
                endif
                set dist = point
                
                set newX  = posX + vel*Cos(angle)
                set newY  = posY + vel*Sin(angle)
                set posX  = newX
                set posY  = newY
                
                // Update point(x/y) if a curving trajectory is defined.
                set u = dummy
                if 0. != open and target == null then
                    set vel = 4*open*point*(d - point)/p.square
                    set a = angle + bj_PI/2
                    set newX = newX + vel*Cos(a)
                    set newY = newY + vel*Sin(a)
                    set a = angle + Atan(-((4*open)*(2*point - d))/p.square)
                else
                    set a = angle
                endif
                set x = newX
                set y = newY
                
                // Update pos z if an arc or height is set.
                call MoveLocation(LOC, newX, newY)
                set terrainZ = GetLocationZ(LOC)
                set pitch = p.alpha
                if 0. == height and 0. == pitch then
                    set z = p.z - terrainZ
                else
                    set z = p.z - terrainZ + p.slope*point 
                    if 0. != height and target == null then
                        set z = z + (4*height*point*(d - point)/p.square)
                        set pitch = pitch - Atan(((4*height)*(2*point - d))/p.square)*bj_RADTODEG
                    endif
                endif
                // Update the pitch angle of the dummy unit. 
                if GetUnitTypeId(u) == Missile_DUMMY_UNIT_ID then
                    call SetUnitAnimationByIndex(u, R2I(pitch + 90.5))
                endif
                
                // Move the missile dummy via native.
                call SetUnitFlyHeight(u, z, 0.)
                call SetUnitFacing(u, a*bj_RADTODEG)
                
                // WorldBounds > BoundSentinel.
                static if not LIBRARY_BoundSentinel and not LIBRARY_WorldBounds then
                    if RectContainsCoords(bj_mapInitialPlayableArea, newX, newY) then
                        call SetUnitX(u, newX)
                        call SetUnitY(u, newY)
                    endif                    
                elseif LIBRARY_WorldBounds then
                    if newX < WorldBounds.maxX and newX > WorldBounds.minX and newY < WorldBounds.maxY and newY > WorldBounds.minY then
                        call SetUnitX(u, newX)
                        call SetUnitY(u, newY)
                    endif                
                else
                    call SetUnitX(u, newX)
                    call SetUnitY(u, newY)
                endif
                
                set loops = loops + 1
                set this = nextNode[this]
            endloop
            
            set u = null
            set thistype.temp = this
            return this == 0
        endmethod
            
        // Widget collision API:
        // =====================
        //
        // Runs automatically on widget collision.
        method hitWidget takes widget w returns nothing
            if w != null then
                call SaveWidgetHandle(HASH, this, GetHandleId(w), w)
            endif
        endmethod
        
        // All widget which have been hit return true.
        method hasHitWidget takes widget w returns boolean
            return HaveSavedHandle(HASH, this, GetHandleId(w))
        endmethod
        
        // Removes a widget from the missile's memory of hit widgets. ( This widget can be hit again )
        method removeHitWidget takes widget w returns nothing
            if w != null then
                call RemoveSavedHandle(HASH, this, GetHandleId(w))
            endif
        endmethod
        
        // Flushes a missile's memory for collision. ( All widgets can be hit again )
        method flushHitWidgets takes nothing returns nothing
            call FlushChildHashtable(HASH, this)
            call hitWidget(dummy)
        endmethod
        
        // Tells missile to call removeHitWidget(w) after "seconds" time.
        // Does not apply to widgets, which are already hit by this missile.
        readonly integer stackSize
        method enableHitAfter takes widget w, real seconds returns nothing
            local integer id = GetHandleId(w)
            if w != null then
                if not HaveSavedInteger(HASH, this, id) then
                    call SaveInteger(HASH, this, id, stackSize)
                    call SaveInteger(HASH, this, stackSize, id)
                    set stackSize = stackSize + 1
                endif
                call SaveReal(HASH, this, id, seconds)// Set time.
            endif
        endmethod
        
        method updateStack takes nothing returns nothing
            local integer dex = 0
            local integer id
            local real time
            loop
                exitwhen dex == stackSize
                set id = LoadInteger(HASH, this, dex)
                set time = LoadReal(HASH, this, id) - Missile_TIMER_TIMEOUT
                if time <= 0. or not HaveSavedHandle(HASH, this, id) then
                    set stackSize = stackSize - 1
                    set id = LoadInteger(HASH, this, stackSize)
                    call SaveInteger(HASH, this, dex, id)
                    call SaveInteger(HASH, this, id, dex)
                    // Enables hit.
                    call RemoveSavedHandle(HASH, this, id)
                    // Remove data from stack.
                    call RemoveSavedReal(HASH, this, id)
                    call RemoveSavedInteger(HASH, this, id)
                    call RemoveSavedInteger(HASH, this, stackSize)
                else
                    call SaveReal(HASH, this, id, time)
                    set dex = dex + 1
                endif
            endloop
        endmethod
    
        // Widget collision code:
        // ======================
        //
        private static boolean circle = true
        //
        // 1.) Rectangle collision for fast moving missiles with small collision radius.
        //        
        // Runs for destructables and items in a rectangle.
        // Checks if widget w is in collision range of a missile.
        // Is not precise in z - axis collision.
        private method isWidgetInRectangle takes widget w, real wz, real distance returns boolean
            local real wx = GetWidgetX(w)
            local real wy = GetWidgetY(w)
            local real dz = Missile_GetLocZ(wx, wy) - terrainZ
            local real dx = x - prevX
            local real dy = y - prevY
            local real s  = (dx*(wx - prevX) + dy*(wy - prevY))/(dx*dx + dy*dy)  
            
            if s < 0. then
                set s = 0.
            elseif s > 1 then
                set s = 1.
            endif
            set dx = (prevX + s*dx) - wx
            set dy = (prevY + s*dy) - wy

            return dx*dx + dy*dy <= distance*distance and dz + wz >= z - distance and dz <= z + distance 
        endmethod        
        //
        // 2.) Circular collision detection for all other missiles.
        //
        // Returns true for widgets in a xyz collision range. 
        private method isWidgetInRange takes widget w, real wz, real distance returns boolean
            local real wx = GetWidgetX(w) 
            local real wy = GetWidgetY(w) 
            local real dz = Missile_GetLocZ(wx, wy) - terrainZ
            //     collision in plane x and y,            collision in z axis.
            return IsUnitInRangeXY(dummy, wx, wy, distance) and dz + wz >= z - distance and dz <= z + distance 
        endmethod        
        //
        //  3.) Action functions inside the widget enumeration thread.
        //
        // Runs for every enumerated destructable.
        //  • Directly filters out already hit destructables.
        //  • Distance formula based on the Pythagorean theorem.
        //                         
        private static method filterDests takes nothing returns boolean
            local destructable d = GetFilterDestructable()
            local boolean b = false
            if not HaveSavedHandle(HASH, temp, GetHandleId(d)) then
                if circle then                          
                    set b = temp.isWidgetInRange(d, GetDestructableHeight(d), temp.collision)
                else
                    set b = temp.isWidgetInRectangle(d, GetDestructableHeight(d), temp.collision) 
                endif
            endif
            set d = null
            return b
        endmethod
        //
        // Runs for every enumerated item.
        //  • Directly filters out already hit items.
        //  • Distance formula based on the Pythagorean theorem.
        //  • Items have a fix collision size of 16.
        // 
        private static method filterItems takes nothing returns boolean
            local item i = GetFilterItem()
            local boolean b = false
            if not HaveSavedHandle(HASH, temp, GetHandleId(i)) then
                if circle then                                        // Item in missile collision size or item pathing in missile range.
                    set b = temp.isWidgetInRange(i, GetItemHeight(i), RMaxBJ(temp.collision, 16.))
                else
                    set b = temp.isWidgetInRectangle(i, GetItemHeight(i), RMaxBJ(temp.collision, 16.)) 
                endif
            endif
            set i = null
            return b
        endmethod
        //
        //  4.) Filter function for rectangle unit collision.
        //
        // Runs for every enumerated units.
        //  • Filters out units which are not in collision range in plane x / y.
        //  • Inlined and therefore a bit faster than item and destructable collision.
        //
        private static method filterUnits takes nothing returns boolean
            local thistype this = thistype.temp
            local unit u = GetFilterUnit()
            local real dx 
            local real dy
            local real s 
            local boolean is = false
            
            if not HaveSavedHandle(HASH, this, GetHandleId(u)) then
                set dx = x - prevX
                set dy = y - prevY
                set s = (dx*(GetUnitX(u) - prevX) + dy*(GetUnitY(u)- prevY))/(dx*dx + dy*dy)
                if s < 0. then
                    set s = 0.
                elseif s > 1. then
                    set s = 1.
                endif
                set is = IsUnitInRangeXY(u, prevX + s*dx, prevY + s*dy, collision) 
            endif
            
            set u = null
            return is
        endmethod
        //
        // 5.) Proper rect preparation.
        //
        // For rectangle.
        private method prepareRectRectangle takes nothing returns nothing
            local real x1 = prevX 
            local real y1 = prevY 
            local real x2 = x
            local real y2 = y
            local real d = collision + Missile_MAXIMUM_COLLISION_SIZE
            // What is min, what is max ...
            if x1 < x2 then
                if y1 < y2 then
                    call SetRect(RECT, x1 - d, y1 - d, x2 + d, y2 + d)
                else
                    call SetRect(RECT, x1 - d, y2 - d, x2 + d, y1 + d)
                endif
            elseif y1 < y2 then
                call SetRect(RECT, x2 - d, y1 - d, x1 + d, y2 + d)
            else
                call SetRect(RECT, x2 - d, y2 - d, x1 + d, y1 + d)
            endif 
        endmethod
        //
        // For circular.
        private method prepareRectCircle takes nothing returns nothing
            local real d = collision + Missile_MAXIMUM_COLLISION_SIZE
            call SetRect(RECT, x - d, y - d, x + d, y + d)
        endmethod
        //
        // 5.) API for the MissileStruct iteration.
        //
        method groupEnumUnitsRectangle takes nothing returns nothing
            call prepareRectRectangle()
            set thistype.temp = this
            call GroupEnumUnitsInRect(GROUP, RECT, unitFilter)
        endmethod
        //
        // Prepares destructable enumeration, then runs enumDests.
        method checkDestCollision takes code func returns nothing
            set circle = collisionType == Missile_COLLISION_TYPE_CIRCLE
            if circle then
                call prepareRectCircle()
            else
                call prepareRectRectangle()
            endif
            //
            set thistype.temp = this
            call EnumDestructablesInRect(RECT, destFilter, func)
        endmethod
        //
        // Prepares item enumeration, then runs enumItems.
        method checkItemCollision takes code func returns nothing
            set circle = collisionType == Missile_COLLISION_TYPE_CIRCLE 
            if circle then
                call prepareRectCircle()
            else
                call prepareRectRectangle()
            endif
            //
            set thistype.temp = this
            call EnumItemsInRect(RECT, itemFilter, func)
        endmethod

static if Missile_WRITE_DELAYED_MISSILE_RECYCLING then
    method nullBefore takes nothing returns nothing
        set dummy = null
    endmethod
endif

// Does not check for 'Aloc' and 'Amrf' as they could be customized.
        private static method onInit takes nothing returns nothing
            static if LIBRARY_ErrorMessage then
                debug local boolean prev = ToogleUnitIndexer(false)
                debug local unit dummy = CreateUnit(Missile_NEUTRAL_PASSIVE, Missile_DUMMY_UNIT_ID, 0., 0., 0.)
                debug call ToogleUnitIndexer(prev)
                //
                debug call ThrowError((GetUnitTypeId(dummy) != Missile_DUMMY_UNIT_ID), "Missile", "DEBUG_MISSILE", "type id",    0, "Global setup for public integer DUMMY_UNIT_ID is incorrect! This map currently can't use Missile!")
                debug call ThrowError((Missile_MAXIMUM_COLLISION_SIZE < 0),            "Missile", "DEBUG_MISSILE", "collision",  0, "Global setup for public real MAXIMUM_COLLISION_SIZE is incorrect, below zero! This map currently can't use Missile!")
                debug call RemoveUnit(dummy)
                debug set dummy = null
            endif
            //
            set unitFilter = Filter(function thistype.filterUnits) 
            set destFilter = Filter(function thistype.filterDests) 
            set itemFilter = Filter(function thistype.filterItems) 
            call TriggerAddCondition(MOVE, Condition(function thistype.move))
        endmethod
        
    endstruct
    // You made it to the end of Missile, but we are not finished.
    // Do you remember about the data structure, the delayed recycler
    // and of course our interface module "MissileStruct"
    //
    // This comes now!
    
    // Debug code taken from List ( full credits to Nestharus )
    private module MissileStructure
        private static thistype collectionCount = 0
        private static thistype nodeCount       = 0
        
        static if LIBRARY_ErrorMessage then
            debug private boolean isNode
            debug private boolean isCollection
        endif
        
        private thistype _list
        method operator list takes nothing returns thistype
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(this == 0,    "MissileStructure", "list", "thistype", this, "Attempted To Read Null Node.")
                debug call ThrowError(not isNode,   "MissileStructure", "list", "thistype", this, "Attempted To Read Invalid Node.")
            endif
            return _list
        endmethod
        
        private thistype _next
        method operator next takes nothing returns thistype
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(this == 0,    "MissileStructure", "next", "thistype", this, "Attempted To Go Out Of Bounds.")
                debug call ThrowError(not isNode,   "MissileStructure", "next", "thistype", this, "Attempted To Read Invalid Node.")
            endif
            return _next
        endmethod
        
        private thistype _prev
        method operator prev takes nothing returns thistype
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(this == 0,    "MissileStructure", "prev", "thistype", this, "Attempted To Go Out Of Bounds.")
                debug call ThrowError(not isNode,   "MissileStructure", "prev", "thistype", this, "Attempted To Read Invalid Node.")
            endif
            return _prev
        endmethod
        
        private thistype _first
        method operator first takes nothing returns thistype
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(this == 0,        "MissileStructure", "first", "thistype", this, "Attempted To Read Null List.")
                debug call ThrowError(not isCollection, "MissileStructure", "first", "thistype", this, "Attempted To Read Invalid List.")
            endif
            return _first
        endmethod
        
        private thistype _last
        method operator last takes nothing returns thistype
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(this == 0,        "MissileStructure", "last", "thistype", this, "Attempted To Read Null List.")
                debug call ThrowError(not isCollection, "MissileStructure", "last", "thistype", this, "Attempted To Read Invalid List.")
            endif
            return _last
        endmethod
        
        static method allocateCollection takes nothing returns thistype
            local thistype this = thistype(0)._first
            
            if (0 == this) then
                static if LIBRARY_ErrorMessage then
                    debug call ThrowError(collectionCount == 8191, "MissileStructure", "allocateCollection", "thistype", 0, "Overflow.")
                endif
                
                set this = collectionCount + 1
                set collectionCount = this
            else
                set thistype(0)._first = _first
            endif
            
            static if LIBRARY_ErrorMessage then
                debug set isCollection = true
            endif
            
            set _first = 0
            
            return this
        endmethod
        
        static method allocateNode takes nothing returns thistype
            local thistype this = thistype(0)._next
            
            if (0 == this) then
                static if LIBRARY_ErrorMessage then
                    debug call ThrowError(nodeCount == 8191, "MissileStructure", "allocateNode", "thistype", 0, "Overflow.")
                endif
                
                set this = nodeCount + 1
                set nodeCount = this
            else
                set thistype(0)._next = _next
            endif
            
            set allocated = true
            
            return this
        endmethod
        
        method insertFront takes thistype node returns thistype
            
            // Extra static unique list for missile motion.
            set nextNode[node] = 0
            set prevNode[node] = prevNode[0]
            set nextNode[prevNode[0]] = node
            set prevNode[0] = node
            
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(this == 0,        "List", "push", "thistype", this, "Attempted To Push On To Null List.")
                debug call ThrowError(not isCollection, "List", "push", "thistype", this, "Attempted To Push On To Invalid List.")
                debug set node.isNode = true
            endif
            
            set node._list = this
        
            if (_first == 0) then
                set _first = node
                set _last = node
                set node._next = 0
            else
                set _first._prev = node
                set node._next = _first
                set _first = node
            endif
            
            set node._prev = 0
            
            return node
        endmethod
      
        method remove takes nothing returns nothing
            local thistype node = this
            set this = node._list
            
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(node == 0,        "MissileStructure", "remove", "thistype", this, "Attempted To Remove Null Node.")
                debug call ThrowError(not node.isNode,  "MissileStructure", "remove", "thistype", this, "Attempted To Remove Invalid Node (" + I2S(node) + ").")
                debug set node.isNode = false
            endif
            
            set node._list = 0
        
            if (0 == node._prev) then
                set _first = node._next
            else
                set node._prev._next = node._next
            endif
            if (0 == node._next) then
                set _last = node._prev
            else
                set node._next._prev = node._prev
            endif
            
            set node._next = thistype(0)._next
            set thistype(0)._next = node
            
            set node.allocated = false
            
            // Static unique list for missile motion.
            set nextNode[prevNode[node]] = nextNode[node]
            set prevNode[nextNode[node]] = prevNode[node]
        endmethod
    endmodule

    // Boolean expressions per struct:
    // ===============================
    //     
    // Condition function for the core trigger evaluation. ( Runs for all struct using module MissileStruct )
    private function MissileCreateExpression takes integer structId, code func returns nothing
        set expression[structId] = Condition(func)
    endfunction
    
    // Creates a collection for a struct. ( Runs for all struct using module MissileStruct )
    private function MissileCreateCollection takes integer structId returns nothing
        set missileList[structId] = Missile.allocateCollection()
    endfunction
    
    // Core:
    // =====
    //
    // Fires every Missile_TIMER_TIMEOUT.
    private function Fire takes nothing returns nothing
        local integer i = remove[0]
        set remove[0] = 0
        loop
            exitwhen 0 == i
            if recycling[i] then
                call TriggerRemoveCondition(CORE, condition[i])
                set condition[i] = null
                set active = active - 1
            endif
            set destroying[i] = false
            set recycling[i] = false
            set i = remove[i]
        endloop
        
        if 0 == active then
            call PauseTimer(TMR)
        else
            // Move all launched missiles.
            set Missile.temp = nextNode[0]
            set i = 0
            loop
                exitwhen TriggerEvaluate(MOVE)
                exitwhen i == 60// Moved over 8910 missiles, something buggy happened.
                set i = i + 1   // This case is impossible, hence never happens. But if I'm wrong, which also never happens 
            endloop             // then the map 100% crashes. i == 66 will prevent the game crash and Missile will start to 
                                // to debug itself over the next iterations.
        
            // Access all structs using module MissileStruct. 
            static if DEBUG_MODE and LIBRARY_ErrorMesssage then
                if not TriggerEvaluate(CORE) then
                    call ThrowWarning(true, "Missile", "Fire", "op limit", 0, /*
*/"You just ran into a op limit!
The op limit protection of Missile is insufficient for your map.
The code of the missile module can't run in one thread and must be splitted.
If unsure make a post in the official 'The Hive Workshop' forum thread of Missile!")
                endif
            else
                call TriggerEvaluate(CORE)
            endif
        endif
    endfunction
    
    // Conditionally starts the timer.
    private function StartPeriodic takes integer structId returns nothing
        if 0 == instances[structId] or destroying[structId] then            
            if destroying[structId] then
                set recycling[structId] = false
            else
                if 0 == active then
                    call TimerStart(TMR, Missile_TIMER_TIMEOUT, true, function Fire)
                endif
                set active = active + 1
                set condition[structId] = TriggerAddCondition(CORE, expression[structId])
            endif
        endif
        set instances[structId] = instances[structId] + 1
    endfunction
    
    // Conditionally stops the timer in the next callback.
    private function StopPeriodic takes integer structId returns nothing
        set instances[structId] = instances[structId] - 1
        if 0 == instances[structId] and condition[structId] != null then
            if not destroying[structId] and not recycling[structId] then
                set destroying[structId] = true
                set recycling[structId] = true
                set remove[structId] = remove[0]
                set remove[0] = structId
            endif
        endif
    endfunction
    
    // Modules:
    // ========
    //
    // You want to place module MissileLaunch at the very top of your struct.
    module MissileLaunch
        static method launch takes Missile missile returns nothing
            static if LIBRARY_ErrorMessage then
                debug call ThrowError(missile.launched, "thistype", "launch", "missile.launched", missile, "This missile was already launched before!")
            endif
            debug set missile.launched = true
            //
            call missileList[thistype.typeid].insertFront(missile)
            call StartPeriodic(thistype.typeid)
        endmethod
    endmodule
    
    module MissileTerminate
        // Called from missileIterate. "P" to avoid code collision.
        static method missileTerminateP takes Missile node returns nothing
            if node.allocated then
                static if thistype.onRemove.exists then
                    static if Missile_WRITE_DELAYED_MISSILE_RECYCLING and RecycleBin.recycle.exists then
                        if thistype.onRemove(node) and GetUnitTypeId(node.dummy) == Missile_DUMMY_UNIT_ID then
                            call RecycleBin.recycle(node.dummy)
                            call node.nullBefore()
                        endif
                    else
                        call thistype.onRemove(node)
                    endif
                endif
            
                call node.terminate()
                call StopPeriodic(thistype.typeid)
            endif
        endmethod
    endmodule
    
    // Allows you to inject missile in certain stages of the motion process.
    module MissileAction

static if DEBUG_MODE then
    // Runs check during compile time.
    static if thistype.onMissile.exists then
        Error Message from library Missile in struct thistype !
        thistype.onMissile is a reserved name for Missile, once you implemented MissileStruct.
        thistype.onMissile is currently not supported by library Missile. 
        Please delete or re-name that method.
    endif
endif

    static if thistype.onItem.exists then
        private static method missileActionItem takes nothing returns nothing
            local item i = GetEnumItem()
            local Missile this = Missile.temp
            if this.allocated then
                call SaveItemHandle(HASH, this, GetHandleId(i), i) 
                if thistype.onItem(this, i) then
                    call missileTerminateP(this)
                endif
            endif
            set i = null
        endmethod
    endif
        
    static if thistype.onDestructable.exists then
        private static method missileActionDest takes nothing returns nothing
            local destructable d = GetEnumDestructable()
            local Missile this = Missile.temp
            if this.allocated then
                call SaveDestructableHandle(HASH, this, GetHandleId(d), d) 
                if thistype.onDestructable(this, d) then
                    call missileTerminateP(this)
                endif
            endif
            set d = null
        endmethod
    endif
    
        // Runs every Missile_TIMER_TIMEOUT for this struct.
        static method missileIterateP takes nothing returns boolean
            local Missile this = missileList[thistype.typeid].first 
            local Missile node
            local real collideZ
            local boolean b
            local unit u
            
            loop
                exitwhen 0 == this
                set node = this.next// The linked list should not lose the next node.
               
                if this.wantDestroy then
                    call thistype.missileTerminateP(this)
                else
                    if this.stackSize > 0 then
                        call this.updateStack()
                    endif
                    
                    // Runs unit collision.
                    static if thistype.onCollide.exists then
                        if this.allocated and 0. < this.collision then
                            set b = this.collisionType == Missile_COLLISION_TYPE_RECTANGLE  
                            if b then
                                call this.groupEnumUnitsRectangle()
                            else
                                call GroupEnumUnitsInRange(GROUP, this.x, this.y, this.collision + Missile_MAXIMUM_COLLISION_SIZE, null)
                            endif
                            loop
                                set u = FirstOfGroup(GROUP)
                                exitwhen u == null
                                call GroupRemoveUnit(GROUP, u)
                                if not HaveSavedHandle(HASH, this, GetHandleId(u)) then
                                    if IsUnitInRange(u, this.dummy, this.collision) or b then  
                                        // Eventually run z collision checks.
                                        static if Missile_USE_COLLISION_Z_FILTER then
                                            set collideZ = Missile_GetLocZ(GetUnitX(u), GetUnitY(u)) + GetUnitFlyHeight(u) - this.terrainZ
                                            if (collideZ + GetUnitBodySize(u) >= this.z - this.collisionZ) and (collideZ <= this.z + this.collisionZ) then
                                                // Mark as hit.
                                                call SaveUnitHandle(HASH, this, GetHandleId(u), u)
                                                if thistype.onCollide(this, u) then
                                                    call thistype.missileTerminateP(this)
                                                    exitwhen true
                                                endif
                                            endif
    
                                        else
                                            // Runs unit collision without z collision checks.
                                            call SaveUnitHandle(HASH, this, GetHandleId(u), u)
                                            if thistype.onCollide(this, u) then
                                                call thistype.missileTerminateP(this)
                                                exitwhen true
                                            endif
                                        endif
                                    endif                                    
                                endif
                            endloop
                        endif
                    endif
                    
                    // Runs destructable collision.
                    static if thistype.onDestructable.exists then
                        // Check if the missile is not terminated.
                        if this.allocated and 0. < this.collision then
                            call this.checkDestCollision(function thistype.missileActionDest)
                        endif
                    endif
                    
                    // Runs item collision.
                    static if thistype.onItem.exists then
                        //  Check if the missile is not terminated.
                        if this.allocated and 0. < this.collision then
                            call this.checkItemCollision(function thistype.missileActionItem)
                        endif
                    endif
                
                    // Runs when the destination is reached.
                    if this.recycle and this.allocated then
                        static if thistype.onFinish.exists then
                            if thistype.onFinish(this) then
                                call thistype.missileTerminateP(this)
                            endif
                        else
                            call thistype.missileTerminateP(this)
                        endif
                    endif
                
                    // Runs on terrian collision.
                    static if thistype.onTerrain.exists then
                        if this.allocated and 0. > this.z and thistype.onTerrain(this) then
                            call missileTerminateP(this)
                        endif
                    endif
                
                    // Runs every Missile_TIMER_TIMEOUT.
                    static if thistype.onPeriod.exists then
                        if this.allocated and thistype.onPeriod(this) then
                            call missileTerminateP(this)
                        endif
                    endif
                endif
                set this = node
            endloop
            
            set u = null
            static if DEBUG_MODE and LIBRARY_ErrorMessage then
                return true
            else
                return false
            endif
        endmethod
    endmodule
    
    module MissileStruct
        implement MissileLaunch
        implement MissileTerminate
        implement MissileAction
        
        private static method onInit takes nothing returns nothing
            call MissileCreateCollection(thistype.typeid)
            call MissileCreateExpression(thistype.typeid, function thistype.missileIterateP)
        endmethod
    endmodule
    
    // Missile position:
    // =================
    //
    // Simple trigonometry.
    //! textmacro WRITE_MISSILE_POSITION_CODE 
        struct MissilePosition extends array
            private static integer array recycler
            private static integer alloc = 0
            
            // Readonly members you can access.
            readonly real x
            readonly real y
            readonly real z
            readonly real angle
            readonly real distance
            readonly real square
            readonly real slope
            readonly real alpha
            
            // Creates an origin - impact link.
            private thistype ref
            
            private static method math takes thistype a, thistype b returns nothing
                local real dx 
                local real dy 
                loop
                    set dx = b.x - a.x
                    set dy = b.y - a.y
                    set dx = dx*dx + dy*dy
                    set dy = SquareRoot(dx)
                    exitwhen dx != 0. and dy != 0.
                    set b.x = b.x + .01
                    set b.z = b.z - Missile_GetLocZ(b.x -.01, b.y) + Missile_GetLocZ(b.x, b.y)
                endloop
                
                set a.square   = dx
                set a.distance = dy
                set a.angle    = Atan2(b.y - a.y, b.x - a.x)
                set a.slope    = (b.z - a.z)/dy
                set a.alpha    = Atan(a.slope)*bj_RADTODEG
                // Set b.
                if b.ref == a then
                    set b.angle     = a.angle + bj_PI
                    set b.distance  = dy
                    set b.slope     = -a.slope
                    set b.alpha     = -a.alpha
                    set b.square    = dx
                endif
            endmethod
            
            static method link takes thistype a, thistype b returns nothing
                set a.ref = b
                set b.ref = a
                call math(a, b)
            endmethod
    
            method move takes real toX, real toY, real toZ returns nothing
                set x = toX
                set y = toY
                set z = toZ + Missile_GetLocZ(toX, toY)
                if ref != this then
                    call math(this, ref)
                endif
            endmethod
    
            method destroy takes nothing returns nothing
                set recycler[this] = recycler[0]
                set recycler[0]    = this
            endmethod
    
            static method create takes real x, real y, real z returns MissilePosition
                local thistype this = recycler[0]
                 if 0 == this then
                    set alloc = alloc + 1
                    set this  = alloc
                else
                    set recycler[0] = recycler[this]
                endif
                set ref = this
                call move(x, y, z)
                return this
            endmethod
    
        endstruct
    //! endtextmacro 
    
    // Delayed dummy recycling:
    // ========================
    //
    // Ensures proper fx death animations.
    //! textmacro WRITE_MISSILE_RECYCLE_BIN takes DO_THIS, AFTER_TIME 
    static if $DO_THIS$ then

        private struct RecycleBin extends array
            private static constant timer t = CreateTimer()
            private static integer max = 0
            private static unit array dummy
            private static real array time
     
            private static method onPeriodic takes nothing returns nothing
                local integer dex = 0
                loop
                    exitwhen dex == thistype.max
                    set thistype.time[dex] = thistype.time[dex] - 1
                    if 0 >= thistype.time[dex] then
                    
                        static if LIBRARY_MissileRecycler then
                            call RecycleMissile(thistype.dummy[dex])
                    
                        elseif Dummy.create.exists and LIBRARY_Dummy then
                            call Dummy[thistype.dummy[dex]].destroy()
                        
                        elseif LIBRARY_xedummy and xedummy.release.exists then
                            call xedummy.release(thistype.dummy[dex])
                    
                        else
                            call RemoveUnit(thistype.dummy[dex])
                        endif
                    
                        set thistype.dummy[dex]          = null
                        set thistype.max                 = thistype.max - 1
                        set thistype.dummy[dex]          = thistype.dummy[thistype.max]
                        set thistype.time[dex]           = thistype.time[thistype.max]
                        set thistype.dummy[thistype.max] = null
                        set dex                          = dex - 1
                    
                        if 0 == thistype.max then
                            call PauseTimer(thistype.t)
                        endif
                    
                    endif
                    set dex = dex + 1
                endloop
            endmethod
    
            static method recycle takes unit toRecycle returns nothing
                if 0 == thistype.max then
                    call TimerStart(thistype.t, 1., true, function thistype.onPeriodic)
                endif
                set thistype.dummy[max] = toRecycle
                set thistype.time[max]  = $AFTER_TIME$ + TimerGetRemaining(thistype.t)
                set thistype.max        = thistype.max + 1
            endmethod
    
        endstruct
    endif
    //! endtextmacro
    
// The end!
endlibrary

Requirements

Important: Missile requires basic knowledge about structs, hence it is not GUI-friendly at all.
Furthermore in order to compile library Missile, you'll need JPNG.

By default library Missile has no external requirements. This is intended by me, as I don't want to enforce you as map maker
to import a specific i.e. dummy recycler just because of library Missile. That way Missile can be imported very easily into any map.


Optional requirements

Missile can use a few optional requirements ( JassHelper link ), once they exists in your map.
Each optional requirement has been chosen carefully. It's recommended to consider using one of each block listed in the table below.

Important: Using more than one requirement of each block has no benefit at all! It would be counterproductive for your map!


Dummy recycler​
Safety​
Debugging​





Creators and destructors

A new Missile instance can be allocated via following static methods:
JASS:
////
//
// Available creators:
// ===================
    // 
    static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns Missile
    //  • Core creator method.
    //  • May launches any unit. 
    //  • Units of type Missile_DUMMY_UNIT_ID get recycled in the end.
        
    static method create takes real x, real y, real z, real angleInRadians, real distanceToTravel, real endZ returns Missile
    //  • Converts arguments to fit into createEx, then calls createEx.
    
    static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns Missile
    //  • Converts arguments to fit into createEx, then calls createEx. 
            
    // Available destructors:
    // ======================
        //
        return true
        //  • Core destructor.
        //  • Returning true in any of the interface methods of the MissileStruct module
        //    will destroy that instance instantly.
            
        method destroy   takes nothing returns nothing
        //  • Destroys the missile during the next timer callback. 
        
        method terminate takes nothing returns nothing
        //  • Destroys the missile instantly.
Each struct allocator is discussed in detail in this tutorial.

module MissileStruct

In order to use Missile in a struct, simply implement Module MissileStruct into it.
JASS:
scope HowToUse

    struct HowToUse
        
        // MissileStruct has to be implemented below all declared methods
        // For better understanding check: Declaration
        implement MissileStruct// Adds required code to struct HowToUse

    endstruct

endscope
For more information look into this tutorial.

Static methods in your struct

Once module MissileStruct is implemented, you can declare various static methods in that struct.
Later the compiler will check, if these methods exist and write the required code into your struct.

Each method returns boolean ( true/false )
return true - destroy this Missile instance.​
return false - keep on moving this Missile instance.​

JASS:
////
//
//  Interface in structs: ( Must implement module MissileStruct ) 
//  =====================
    // 
    //  • Write one, many or all of the static method below into your struct.
    //  • Missiles launched in this struct will run those methods, when their events fire.
    //
    //  • All of those static methods must return a boolean. 
    //      a) return true  --> destroys the missile instance instantly.
    //      b) return false --> keep on flying.

    // Available static method:  
    // ========================
        //
        static method onCollide            takes Missile missile, unit hit returns boolean
        //  • Runs for units in collision range of a missile.

        static method onDestructable       takes Missile missile, destructable hit returns boolean
        //  • Runs for destructables in collision range of a missile.
        //  • Runs after onDestructableFilter ( if a filter is declared )

        static method onDestructableFilter takes nothing returns boolean
        //  • Runs before onDestructable as filter function.
        //  • Runs for destructables in collision range + Missile_MAX_COLLISION_RANGE.
        //  • Get the filter destructable via "GetFilterDestructable()" 
        //  • Designed only for improving code read-ability.

        static method onItem               takes Missile missile, item hit returns boolean
        //  • Runs for items in collision range of a missile.
        //  • Runs after onItemFilter ( if a filter is declared )

        static method onDestructableFilter takes nothing returns boolean
        //  • Runs before onItem as filter function.
        //  • Runs for items in collision range + Missile_MAX_COLLISION_RANGE.
        //  • Get the filter item via "GetFilterItem()" 
        //  • Designed only for improving code read-ability.            
            
        static method onTerrain takes Missile missile returns boolean
        //  • Runs when a missile collides with the terrain. ( Ground and cliffs )
            
        static method onFinish  takes Missile missile returns boolean
        //  • Runs only when a missile reaches it's destination. 
        //  • However does not run, if a Missile is destroyed in another method. 
            
        static method onPeriod  takes Missile missile returns boolean
        //  • Runs every Missile_TIMER_TIMEOUT seconds.

        static method onRemove takes Missile missile returns boolean
        //  • Runs when a missile is destroyed. 
        //  • Unlike onFinish, onRemove will runs ALWAYS when a missile is destroyed!!!
        //  
        //  For onRemove the returned boolean has a unique meaning:
        //
        //  • Return true will recycle this missile delayed. ( only if WRITE_DELAYED_MISSILE_RECYCLING = true )
        //  • Return false will recycle this missile right away.
            
        static method launch takes Missile toLaunch returns nothing
        //  • Well ... Launches this Missile.
        //  • Missile "toLaunch" will behave as declared in the struct. ( static methods from above )

JASS:
scope HowToUse

    struct HowToUse
        
        static method onCollide takes Missile missile, unit hit returns boolean
            if UnitAlive(hit) then
                return true// Destroy this Missile instance
            endif
            return false// Keep on flying
        endmethod

        // MissileStruct has to be implemented below all declared methods
        // For better understanding check: Declaration
        implement MissileStruct// Adds required code to struct HowToUse

    endstruct

endscope

Missile members and methods

Each Missile instance has fields you can set and / or read.
JASS:
////
//
//  Fields you can set and read directly:
//  =====================================
        //
        unit       source
        unit       target      // For homing missiles.
        real       distance    // Distance traveled.
        player     owner       // Pseudo owner for faster onCollide evaluation. The proper dummy owner remains PLAYER_NEUTRAL_PASSIVE.
        real       speed       // Vector lenght for missile movement in plane x / y. ( DOES NOT TAKE THE TIMER TIMEOUT IN ACCOUNT )
        real       acceleration
        real       damage
        integer    data        // For data transfer set and read data.  
        boolean    recycle     // Is automatically set to true, when a Missile reaches it's destination.
        real       turn        // Set a turn rate for a missile.
            
        // Neither collision nor collisionZ accept values below zero.
        real       collision   // Collision size in plane x / y.
        real       collisionZ  // Collision size in z - axis.
            
    // Fields you can only read:
    // =========================      
        //
        readonly boolean         allocated        
        readonly unit            dummy// The dummy unit of this missile.
        
        // Position members for you needs.
        readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
        readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and the pitch angle "alpha". 
        readonly real            terrainZ
        readonly real            x
        readonly real            y
        readonly real            z
        readonly real            angle// Current angle in radians.

    // Method operators for set and read:
    // ==================================
        //
        method operator model= takes string modelFile returns nothing
        method operator model  takes nothing returns string
        //  • Adds an effect handle on a missile dummy to it's "origin".
        //  • You can read the file path.
        //  • For multiple effects access "this.dummy" in your struct.
            
        method operator scale= takes real value returns nothing
        method operator scale  takes nothing returns real
        //  • Set and read the scaling of the dummy unit.  
            
        method operator curve= takes real value returns nothing
        method operator curve  takes nothing returns real
        //  • Enables curved movement for your missile. ( Pass in radians, NOT degrees )
        //  • Do not pass in PI/2.
       
        method operator arc=   takes real value returns nothing
        method operator arc    takes nothing returns real
        //  • Enables arcing movement for your missile. ( Pass in radians, NOT degrees )
        //  • Do not pass in PI/2.
                        
    // Methods for missile movement:
    // =============================
        //
        method bounce           takes nothing returns nothing
        //  • Moves the MissilePosition "origin" to the current missile coordinates.
        //  • Resets the distance traveled to 0.
            
        method deflect          takes real tx, real ty returns nothing
        //  • Deflect the missile towards tx, ty. Then calls bounce.        
        
        method deflectEx        takes real tx, real ty, real tz returns nothing
        //  • Deflect the missile towards tx, ty, tz. Then calls bounce.
    
        method flightTime2Speed takes real duration returns nothing
        //  • Converts a fly time to a vector lenght for member "speed".
        //  • Does not take acceleration into account. ( Disclaimer )
        
        method setMovementSpeed takes real value returns nothing
        //  • Converts Warcraft III movement speed to a vector lenght for member "speed".
JASS:
scope HowToUse

    struct HowToUse

        private static method onCollide takes Missile missile, unit hit returns boolean 
            if UnitAlive(hit) and IsUnitEnemy(hit, missile.owner) then
                call UnitDamageTarget(missile.source, hit, missile.damage, false, false, null, null, null)
                return true
            endif
            return false
        endmethod

        // MissileStruct has to be implemented below all declared methods
        // For better understanding check: Declaration
        implement MissileStruct// Adds required code to struct HowToUse

        static method onCast takes nothing returns nothing
            local Missile m =  Missile.create(-505, -670, 50, 90*bj_DEGTORAD, 1000, 50)
            set m.source    = GetTriggerUnit()
            set m.speed     = 15.
            set m.model     = "Abilities\\Weapons\\Arrow\\ArrowMissile.mdl"
            set m.arc       = GetRandomReal(0, bj_PI/4)
            set m.curve     = GetRandomReal(-bj_PI/4, bj_PI/4) 
            set m.owner     = GetTriggerPlayer()
            call thistype.launch(m)// Launch is implemented via module MissileStruct
        endmethod

    endstruct

endscope

Demo Code

I attached a demo map, which demonstrates how to use Missile.

Public resources using Missile.

Disclaimer

Known issues
  • parabolla function, makes speed setup hard for small distances.
  • Meteor like systems are hard to design with Missile, as x/y velocity of 0 is not allowed in the parabolla function.
  • Non-square destructables are difficult to detect, as it is not supported by Blizzard.
  • Destructables placed with a z offset or created via CreateDestructableZ will not be detected properly.
  • onMissile method is not supported. ( I'm on it )
  • Bad collision detection for high speed, while using a low collision member ( I'm on it )

Development

All versions from 1.4 to 1.5 of Missile seems to be stable and working. If you experience any bugs/error
please report them in the thread. I'm going to fix them as soon as possible.

To-do List:
  • Rectangle collision.

Changelog:
See comment #2
Last edited:
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