/* <---
//! 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 )
*/ <---