1071 lines
50 KiB
C++
1071 lines
50 KiB
C++
/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/BULLET.CPP 1 3/03/97 10:24a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : BULLET.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 23, 1994 *
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* *
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* Last Update : October 10, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* BulletClass::AI -- Logic processing for bullet. *
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* BulletClass::BulletClass -- Bullet constructor. *
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* BulletClass::Bullet_Explodes -- Performs bullet explosion logic. *
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* BulletClass::Detach -- Removes specified target from this bullet's targeting system. *
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* BulletClass::Draw_It -- Displays the bullet at location specified. *
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* BulletClass::In_Which_Layer -- Fetches the layer that the bullet resides in. *
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* BulletClass::Init -- Clears the bullets array for scenario preparation. *
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* BulletClass::Is_Forced_To_Explode -- Checks if bullet should explode NOW. *
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* BulletClass::Mark -- Performs related map refreshing under bullet. *
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* BulletClass::Occupy_List -- Determines the bullet occupation list. *
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* BulletClass::Shape_Number -- Fetches the shape number for the bullet object. *
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* BulletClass::Sort_Y -- Sort coordinate for bullet rendering. *
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* BulletClass::Target_Coord -- Fetches coordinate to use when firing on this object. *
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* BulletClass::Unlimbo -- Transitions a bullet object into the game render/logic system. *
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* BulletClass::delete -- Bullet memory delete. *
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* BulletClass::new -- Allocates memory for bullet object. *
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* BulletClass::~BulletClass -- Destructor for bullet objects. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
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* BulletClass::BulletClass -- Bullet constructor. *
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* *
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* This is the constructor for the bullet class. It handles all *
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* initialization of the bullet and starting it in motion toward its *
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* target. *
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* *
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* INPUT: id -- The type of bullet this is (could be missile). *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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* 06/20/1994 JLB : Firer is a base class pointer. *
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* 12/10/1994 JLB : Auto calculate range optional. *
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* 12/12/1994 JLB : Handles small arms as an instantaneous effect. *
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* 12/23/1994 JLB : Fixed scatter algorithm for non-homing projectiles. *
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* 12/31/1994 JLB : Removed range parameter (not needed). *
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*=============================================================================================*/
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BulletClass::BulletClass(BulletType id, TARGET target, TechnoClass * payback, int strength, WarheadType warhead, int speed) :
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ObjectClass(RTTI_BULLET, Bullets.ID(this)),
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Class(BulletTypes.Ptr((int)id)),
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Payback(payback),
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PrimaryFacing(DIR_N),
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IsInaccurate(false),
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IsToAnimate(false),
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IsLocked(true),
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TarCom(target),
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MaxSpeed(speed),
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Warhead(warhead)
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{
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Strength = strength;
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Height = FLIGHT_LEVEL;
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}
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/***********************************************************************************************
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* BulletClass::~BulletClass -- Destructor for bullet objects. *
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* *
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* The bullet destructor must detect if a dog has been attached to this bullet. If so, *
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* then the attached dog must be unlimboed back onto the map. This operation is necessary *
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* because, unlike other objects, the dog flies with the bullet it fires. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/06/1996 JLB : Created. *
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*=============================================================================================*/
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BulletClass::~BulletClass(void)
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{
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if (GameActive) {
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/*
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** SPECIAL CASE:
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** The dog is attached to the dog bullet in a limbo state. When the bullet is
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** destroyed, the dog must come back out of limbo at the closest location possible to
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** the bullet.
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*/
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if (Payback != NULL && Payback->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)Payback)->Class->IsDog) {
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InfantryClass * dog = (InfantryClass *)Payback;
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if (dog) {
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bool unlimbo = false;
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DirType dogface = dog->PrimaryFacing;
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COORDINATE newcoord = Coord;
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/*
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** Ensure that the coordinate, that the dog is to appear at, is legal. If not,
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** then find a nearby legal location.
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*/
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if (Can_Enter_Cell(newcoord) != MOVE_OK) {
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newcoord = Map.Nearby_Location(Coord_Cell(newcoord), dog->Class->Speed);
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}
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/*
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** Try to put the dog down where the target impacted. If we can't
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** put it in that cell, then scan through the adjacent cells,
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** starting with our current heading, until we find a place where
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** we can put him down. If all 8 adjacent cell checks fail, then
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** just delete the dog.
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*/
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for (int i = -1; i < 8; i++) {
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if (i != -1) {
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newcoord = Adjacent_Cell(Coord, FacingType(i));
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}
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ScenarioInit++;
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if (dog->Unlimbo(newcoord, dog->PrimaryFacing)) {
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dog->Mark(MARK_DOWN);
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dog->Do_Action(DO_DOG_MAUL, true);
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if (dog->WasSelected) {
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dog->Select();
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}
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ScenarioInit--;
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unlimbo = true;
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break;
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}
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ScenarioInit--;
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}
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Payback = 0;
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if (!unlimbo) {
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delete dog;
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}
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}
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}
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BulletClass::Limbo();
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}
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Class=0;
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Payback=0;
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}
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/***********************************************************************************************
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* BulletClass::new -- Allocates memory for bullet object. *
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* *
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* This function will "allocate" a block of memory for a bullet object. *
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* This memory block is merely lifted from a fixed pool of blocks. *
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* *
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* INPUT: size -- The size of the memory block needed. *
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* *
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* OUTPUT: Returns with a pointer to an available bullet object block. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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void * BulletClass::operator new(size_t )
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{
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void * ptr = Bullets.Allocate();
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if (ptr) {
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((BulletClass *)ptr)->IsActive = true;
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}
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return(ptr);
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}
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/***********************************************************************************************
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* BulletClass::delete -- Bullet memory delete. *
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* *
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* Since bullets memory is merely "allocated" out of a pool, it never *
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* actually gets deleted. *
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* *
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* INPUT: ptr -- Generic pointer to bullet object. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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void BulletClass::operator delete(void * ptr)
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{
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if (ptr) {
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((BulletClass *)ptr)->IsActive = false;
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}
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Bullets.Free((BulletClass *)ptr);
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}
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/***********************************************************************************************
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* BulletClass::Occupy_List -- Determines the bullet occupation list. *
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* *
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* This function will determine the cell occupation list and return a pointer to it. Most *
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* bullets are small and the list is usually short, but on occasion, it can be a list that *
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* rivals the size of regular vehicles. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to the cell offset list that covers all the cells a bullet *
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* is over. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/20/1994 JLB : Created. *
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* 01/05/1995 JLB : Handles projectiles with altitude. *
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*=============================================================================================*/
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short const * BulletClass::Occupy_List(bool) const
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{
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assert(Bullets.ID(this) == ID);
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assert(IsActive);
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/*
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** Super-gigundo units use the >= 64 coord spillage list logic.
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*/
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if (Class->IsGigundo) {
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static short _list[] = {
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-1, 0, 1,
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MAP_CELL_W*1-1, MAP_CELL_W*1, MAP_CELL_W*1+1,
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-MAP_CELL_W*1-1, -MAP_CELL_W*1, -MAP_CELL_W*1+1,
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MAP_CELL_W*2-1, MAP_CELL_W*2, MAP_CELL_W*2+1,
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-MAP_CELL_W*2-1, -MAP_CELL_W*2, -MAP_CELL_W*2+1,
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-MAP_CELL_W*3-1, -MAP_CELL_W*3, -MAP_CELL_W*3+1,
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REFRESH_EOL
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};
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return(_list);
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// return(Coord_Spillage_List(Coord, 64));
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}
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/*
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** Flying units need a special adjustment to the spillage list to take into account
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** that the bullet imagery and the shadow are widely separated.
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*/
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if (Height > 0) {
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static short _list[25];
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const short * ptr = Coord_Spillage_List(Coord, 5);
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int index = 0;
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CELL cell1 = Coord_Cell(Coord);
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while (ptr[index] != REFRESH_EOL) {
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_list[index] = ptr[index];
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index++;
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}
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COORDINATE coord = Coord_Move(Coord, DIR_N, Height);
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CELL cell2 = Coord_Cell(coord);
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ptr = Coord_Spillage_List(coord, 5);
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while (*ptr != REFRESH_EOL) {
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_list[index++] = *ptr + (cell2 - cell1);
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ptr++;
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}
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_list[index] = REFRESH_EOL;
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return(_list);
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}
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return(Coord_Spillage_List(Coord, 10));
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}
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/***********************************************************************************************
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* BulletClass::Mark -- Performs related map refreshing under bullet. *
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* *
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* This routine marks the objects under the bullet so that they will *
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* be redrawn. This is necessary as the bullet moves -- objects under *
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* its path need to be restored. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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bool BulletClass::Mark(MarkType mark)
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{
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assert(Bullets.ID(this) == ID);
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assert(IsActive);
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if (ObjectClass::Mark(mark)) {
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if (!Class->IsInvisible) {
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Map.Refresh_Cells(Coord_Cell(Coord), Occupy_List());
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}
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* BulletClass::AI -- Logic processing for bullet. *
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* *
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* This routine will perform all logic (flight) logic on the bullet. *
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* Primarily this is motion, fuse tracking, and detonation logic. Call *
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* this routine no more than once per bullet per game tick. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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void BulletClass::AI(void)
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{
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assert(Bullets.ID(this) == ID);
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assert(IsActive);
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COORDINATE coord;
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ObjectClass::AI();
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if (!IsActive) return;
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/*
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** Ballistic objects are handled here.
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*/
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bool forced = false; // Forced explosion.
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if ((Class->IsArcing || Class->IsDropping) && !IsFalling) {
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forced = true;
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}
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/*
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** Homing projectiles constantly change facing to face toward the target but
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** they only do so every other game frame (improves game speed and makes
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** missiles not so deadly).
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*/
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if ((Frame & 0x01) && Class->ROT != 0 && Target_Legal(TarCom)) {
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PrimaryFacing.Set_Desired(Direction256(Coord, ::As_Coord(TarCom)));
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}
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/*
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** Move the projectile forward according to its speed
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** and direction.
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*/
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coord = Coord;
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if (Class->IsFlameEquipped) {
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if (IsToAnimate) {
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if (stricmp(Class->GraphicName, "FB1") == 0) {
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new AnimClass(ANIM_FBALL_FADE, coord, 1);
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} else {
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new AnimClass(ANIM_SMOKE_PUFF, coord, 1);
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}
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}
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IsToAnimate = !IsToAnimate;
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}
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/*
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** Handle any body rotation at this time. This process must
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** occur every game fame in order to achieve smooth rotation.
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*/
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if (PrimaryFacing.Is_Rotating()) {
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PrimaryFacing.Rotation_Adjust(Class->ROT);
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}
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switch (Physics(coord, PrimaryFacing)) {
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/*
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** When a projectile reaches the edge of the world, it
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** vanishes from existence -- presumed to explode off
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** map.
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*/
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case IMPACT_EDGE:
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Mark();
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if (Payback != NULL && Class->Type == BULLET_GPS_SATELLITE) {
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if (Payback->House == PlayerPtr) {
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if (!Map.Is_Radar_Active()) {
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Map.Radar_Activate(1);
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}
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for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
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Map.Map_Cell(cell, PlayerPtr);
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}
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Map.RadarClass::Flag_To_Redraw(true);
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}
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Payback->House->IsGPSActive = true;
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Payback->House->IsVisionary = true;
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}
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#ifdef OBSOLETE
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/*
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** Hack: If it's the artificial nukes, don't let the bullets come down (as
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** they're the only ones that blow up). We know it's artificial if you're
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** at tech level 10 or below, because you can't build the nuclear silo until
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** tech level 15 or so.
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*/
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if (Payback != NULL && Class->Type == BULLET_NUKE_UP && Payback->House->Control.TechLevel <= 10) {
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BulletClass * bullet = new BulletClass(BULLET_NUKE_DOWN, ::As_Target(Payback->House->NukeDest), Payback, 200, WARHEAD_NUKE, MPH_VERY_FAST);
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if (bullet) {
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int celly = Cell_Y(Payback->House->NukeDest);
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celly -= 15;
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if (celly < 1) celly = 1;
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COORDINATE start = Cell_Coord(XY_Cell(Cell_X(Payback->House->NukeDest), celly));
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if (!bullet->Unlimbo(start, DIR_S)) {
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delete bullet;
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}
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}
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}
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#endif
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delete this;
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break;
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default:
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case IMPACT_NONE:
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/*
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** The projectile has moved. Check its fuse. If detonation
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** is signaled, then do so. Otherwise, just move.
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*/
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case IMPACT_NORMAL:
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Mark();
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// if(Class->Type == BULLET_NUKE_DOWN) {
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// Render(true);
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// }
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if (Class->Type == BULLET_NUKE_UP) {
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if (Payback != NULL) {
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if (Distance(Payback->As_Target()) > 0x0C00) {
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delete this;
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return;
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}
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}
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}
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Coord = coord;
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/*
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** See if the bullet should be forced to explode now in spite of what
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** the fuse would otherwise indicate. Maybe the bullet hit a wall?
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*/
|
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if (!forced) {
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forced = Is_Forced_To_Explode(Coord);
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}
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|
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/*
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** If the bullet is not to explode, then perform normal flight
|
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** maintenance (usually nothing). Otherwise, explode and then
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** delete the bullet.
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*/
|
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if (!forced && (Class->IsDropping || !Fuse_Checkup(Coord))) {
|
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/*
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** Certain projectiles lose strength when they travel.
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*/
|
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if (Class->IsDegenerate && Strength > 5) {
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Strength--;
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}
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} else {
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Bullet_Explodes(forced);
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delete this;
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}
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break;
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}
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}
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|
|
|
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/***********************************************************************************************
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* BulletClass::Shape_Number -- Fetches the shape number for the bullet object. *
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* *
|
|
* Use this routine to fetch a shape number to use for this bullet object. *
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|
* *
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* INPUT: none *
|
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* *
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* OUTPUT: Returns with the shape number to use when drawing this bullet. *
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* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/06/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int BulletClass::Shape_Number(void) const
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{
|
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int shapenum = 0;
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|
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if (!Class->IsFaceless) {
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shapenum = UnitClass::BodyShape[Dir_To_32(PrimaryFacing)];
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}
|
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|
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/*
|
|
** For tumbling projectiles, fetch offset stage.
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|
*/
|
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if (Class->Tumble > 0) {
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shapenum += (long)Frame % Class->Tumble;
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}
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|
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return(shapenum);
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}
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|
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|
|
/***********************************************************************************************
|
|
* BulletClass::Draw_It -- Displays the bullet at location specified. *
|
|
* *
|
|
* This routine displays the bullet visual at the location specified. *
|
|
* *
|
|
* INPUT: x,y -- The center coordinate to render the bullet at. *
|
|
* *
|
|
* window -- The window to clip to. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/20/1994 JLB : Created. *
|
|
* 06/27/1994 JLB : Takes a window clipping parameter. *
|
|
* 01/08/1995 JLB : Handles translucent colors if necessary. *
|
|
*=============================================================================================*/
|
|
void BulletClass::Draw_It(int x, int y, WindowNumberType window) const
|
|
{
|
|
assert(Bullets.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
/*
|
|
** Certain projectiles aren't visible. This includes small bullets (which are actually
|
|
** invisible) and flame thrower flames (which are rendered as an animation instead of a projectile).
|
|
*/
|
|
if (Class->IsInvisible) return;
|
|
|
|
/*
|
|
** If there is no shape loaded for this object, then
|
|
** it obviously can't be rendered -- just bail.
|
|
*/
|
|
void const * shapeptr = Get_Image_Data();
|
|
if (shapeptr == NULL) return;
|
|
|
|
/*
|
|
** Get the basic shape number for this projectile.
|
|
*/
|
|
int shapenum = Shape_Number();
|
|
|
|
/*
|
|
** For flying projectiles, draw the shadow and adjust the actual projectile body
|
|
** render position.
|
|
*/
|
|
if (Height > 0 && Class->IsShadow) {
|
|
|
|
if (Class->IsParachuted) {
|
|
CC_Draw_Shape(AnimTypeClass::As_Reference(ANIM_PARA_BOMB).Get_Image_Data(), 1, x+Lepton_To_Pixel(Height/2), y+10, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::UnitShadow);
|
|
} else {
|
|
CC_Draw_Shape(shapeptr, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::UnitShadow);
|
|
}
|
|
y -= Lepton_To_Pixel(Height);
|
|
}
|
|
|
|
/*
|
|
** Draw the main body of the projectile.
|
|
*/
|
|
ShapeFlags_Type flags = SHAPE_NORMAL;
|
|
if (Class->IsTranslucent) {
|
|
flags = SHAPE_GHOST;
|
|
}
|
|
if (Class->IsSubSurface) {
|
|
CC_Draw_Shape(shapeptr, shapenum, x, y, window, flags|SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::FadingShade);
|
|
} else {
|
|
CC_Draw_Shape(shapeptr, shapenum, x, y, window, flags|SHAPE_CENTER|SHAPE_WIN_REL, NULL, DisplayClass::UnitShadow);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Init -- Clears the bullets array for scenario preparation. *
|
|
* *
|
|
* This routine will zero out the bullet tracking list and object array in preparation for *
|
|
* the start of a new scenario. All bullets cease to exists after this function is *
|
|
* called. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/15/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void BulletClass::Init(void)
|
|
{
|
|
Bullets.Free_All();
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Detach -- Removes specified target from this bullet's targeting system. *
|
|
* *
|
|
* When an object is removed from the game system, it must be removed all targeting and *
|
|
* tracking systems as well. This routine is used to remove the specified object from the *
|
|
* bullet. If the object isn't part of this bullet's tracking system, then no action is *
|
|
* performed. *
|
|
* *
|
|
* INPUT: target -- The target to remove from this tracking system. *
|
|
* *
|
|
* all -- Is the target going away for good as opposed to just cloaking/hiding? *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void BulletClass::Detach(TARGET target, bool all)
|
|
{
|
|
assert(Bullets.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
ObjectClass * obj = As_Object(target);
|
|
if (Payback != NULL && obj == Payback) {
|
|
|
|
/*
|
|
** If we're being called as a result of the dog that fired us being put
|
|
** in limbo, then don't detach. If for any other reason, detach.
|
|
*/
|
|
if (Payback->What_Am_I() != RTTI_INFANTRY || !((InfantryClass *)Payback)->Class->IsDog) {
|
|
Payback = 0;
|
|
}
|
|
}
|
|
|
|
if (all && target == TarCom) {
|
|
TarCom = TARGET_NONE;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Unlimbo -- Transitions a bullet object into the game render/logic system. *
|
|
* *
|
|
* This routine is used to take a bullet object that is in limbo and transition it to the *
|
|
* game system. A bullet object so transitioned, will be drawn and logic processing *
|
|
* performed. In effect, it comes into existence. *
|
|
* *
|
|
* INPUT: coord -- The location where the bullet object is to appear. *
|
|
* *
|
|
* dir -- The initial facing for the bullet object. *
|
|
* *
|
|
* OUTPUT: bool; Was the unlimbo successful? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/10/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool BulletClass::Unlimbo(COORDINATE coord, DirType dir)
|
|
{
|
|
assert(Bullets.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
/*
|
|
** Try to unlimbo the bullet as far as the base class is concerned. Use the already
|
|
** set direction and strength if the "punt" values were passed in. This allows a bullet
|
|
** to be setup prior to being launched.
|
|
*/
|
|
if (!Class->IsHigh) {
|
|
Height = 0;
|
|
}
|
|
if (ObjectClass::Unlimbo(coord)) {
|
|
Map.Remove(this, In_Which_Layer());
|
|
|
|
COORDINATE tcoord = As_Coord(TarCom);
|
|
|
|
/*
|
|
** Homing projectiles (missiles) do NOT override facing. They just fire in the
|
|
** direction specified and let the chips fall where they may.
|
|
*/
|
|
if (Class->ROT == 0 && !Class->IsDropping) {
|
|
dir = Direction(tcoord);
|
|
}
|
|
|
|
/*
|
|
** Possibly adjust the target if this projectile is inaccurate. This occurs whenever
|
|
** certain weapons are trained upon targets they were never designed to attack. Example: when
|
|
** turrets or anti-tank missiles are fired at infantry. Indirect
|
|
** fire is inherently inaccurate.
|
|
*/
|
|
if (IsInaccurate || Class->IsInaccurate ||
|
|
((Is_Target_Cell(TarCom) || Is_Target_Infantry(TarCom)) && (Warhead == WARHEAD_AP || Class->IsFueled))) {
|
|
|
|
/*
|
|
** Inaccuracy for low velocity or homing projectiles manifests itself as a standard
|
|
** Circular Error of Probability (CEP) algorithm. High speed projectiles usually
|
|
** just overshoot the target by extending the straight line flight.
|
|
*/
|
|
if (/*Class->ROT != 0 ||*/ Class->IsArcing) {
|
|
int scatterdist = (::Distance(coord, tcoord)/16)-0x0040;
|
|
scatterdist = min(scatterdist, Rule.HomingScatter);
|
|
scatterdist = max(scatterdist, 0);
|
|
|
|
dir = (DirType)((dir + (Random_Pick(0, 10)-5)) & 0x00FF);
|
|
tcoord = Coord_Scatter(tcoord, Random_Pick(0, scatterdist));
|
|
} else {
|
|
int scatterdist = (::Distance(coord, tcoord)/16)-0x0040;
|
|
scatterdist = min(scatterdist, Rule.BallisticScatter);
|
|
scatterdist = max(scatterdist, 0);
|
|
tcoord = Coord_Move(tcoord, dir, Random_Pick(0, scatterdist));
|
|
}
|
|
}
|
|
|
|
/*
|
|
** For very fast and invisible projectiles, just make the projectile exist at the target
|
|
** location and dispense with the actual flight.
|
|
*/
|
|
if (MaxSpeed == MPH_LIGHT_SPEED && Class->IsInvisible) {
|
|
Coord = tcoord;
|
|
}
|
|
|
|
/*
|
|
** Set the range equal to either the class defined range or the calculated
|
|
** number of game frames it would take for the projectile to reach the target.
|
|
*/
|
|
int range = 0xFF;
|
|
if (!Class->IsDropping) {
|
|
range = (::Distance(tcoord, Coord) / MaxSpeed) + 4;
|
|
}
|
|
|
|
/*
|
|
** Projectile speed is usually the default value for that projectile, but
|
|
** certain projectiles alter speed according to the distance to the
|
|
** target.
|
|
*/
|
|
int speed = MaxSpeed;
|
|
if (speed == MPH_LIGHT_SPEED) speed = MPH_IMMOBILE;
|
|
if (Class->IsArcing) {
|
|
speed = MaxSpeed + (Distance(tcoord) / 32);
|
|
|
|
/*
|
|
** Set minimum speed (i.e., distance) for arcing projectiles.
|
|
*/
|
|
speed = max(speed, 25);
|
|
}
|
|
if (!Class->IsDropping) {
|
|
Fly_Speed(255, (MPHType)speed);
|
|
}
|
|
|
|
/*
|
|
** Arm the fuse.
|
|
*/
|
|
Arm_Fuse(Coord, tcoord, range, ((As_Aircraft(TarCom)!=0) ? 0 : Class->Arming));
|
|
|
|
/*
|
|
** Projectiles that make a ballistic flight to impact point must determine a
|
|
** vertical component for the projectile launch. This is crudely simulated
|
|
** by biasing ground speed according to target distance and then giving
|
|
** enough vertical velocity to keep the projectile airborne for the
|
|
** desired amount of time. The mathematically correct solution would be to
|
|
** calculate launch angle (given fixed projectile velocity) and then derive
|
|
** the vertical and horizontal components. That solution would require a
|
|
** square root and an arcsine lookup table. OUCH!
|
|
*/
|
|
Riser = 0;
|
|
if (Class->IsArcing) {
|
|
IsFalling = true;
|
|
Height = 1;
|
|
Riser = ((Distance(tcoord)/2) / (speed+1)) * Rule.Gravity;
|
|
Riser = max(Riser, 10);
|
|
}
|
|
if (Class->IsDropping) {
|
|
IsFalling = true;
|
|
Height = FLIGHT_LEVEL;
|
|
// Height = Pixel_To_Lepton(24);
|
|
Riser = 0;
|
|
if (Class->IsParachuted) {
|
|
AnimClass * anim = new AnimClass(ANIM_PARA_BOMB, Target_Coord());
|
|
// AnimClass * anim = new AnimClass(ANIM_PARACHUTE, Target_Coord());
|
|
if (anim) {
|
|
anim->Attach_To(this);
|
|
}
|
|
}
|
|
}
|
|
Map.Submit(this, In_Which_Layer());
|
|
|
|
PrimaryFacing = dir;
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Target_Coord -- Fetches coordinate to use when firing on this object. *
|
|
* *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the coordinate that should be used when firing at the object. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/21/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
COORDINATE BulletClass::Target_Coord(void) const
|
|
{
|
|
assert(Bullets.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
return(Coord_Add(XY_Coord(0, -Height), Coord));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Sort_Y -- Sort coordinate for bullet rendering. *
|
|
* *
|
|
* This will return the coordinate to use when sorting this bullet in the display list. *
|
|
* Typically, this only occurs for bullets in the ground layer. Since bullets are to be *
|
|
* seen a bit more than the normal sorting order would otherwise imply, bias the sort *
|
|
* value such that bullets will tend to be drawn on top of the objects. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the coordinate to use when sorting this bullet in the display list. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
COORDINATE BulletClass::Sort_Y(void) const
|
|
{
|
|
assert(this != 0);
|
|
assert(IsActive);
|
|
|
|
return(Coord_Move(Coord, DIR_S, CELL_LEPTON_H/2));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::In_Which_Layer -- Fetches the layer that the bullet resides in. *
|
|
* *
|
|
* This examines the bullet to determine what rendering layer it should be in. The *
|
|
* normal logic applies unless this is a torpedo. A torpedo is always in the surface *
|
|
* layer. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the render layer that this bullet should reside in. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/10/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
LayerType BulletClass::In_Which_Layer(void) const
|
|
{
|
|
if (Class->IsSubSurface) {
|
|
return(LAYER_SURFACE);
|
|
}
|
|
return(ObjectClass::In_Which_Layer());
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Is_Forced_To_Explode -- Checks if bullet should explode NOW. *
|
|
* *
|
|
* This routine will examine the bullet and where it is travelling in order to determine *
|
|
* if it should prematurely explode. Typical of this would be when a bullet hits a wall *
|
|
* or a torpedo hits a ship -- regardless of where the projectile was originally aimed. *
|
|
* *
|
|
* INPUT: coord -- The new coordinate to place the bullet at presuming it is forced to *
|
|
* explode and a modification of the bullet's coordinate is needed. *
|
|
* Otherwise, the coordinate is not modified. *
|
|
* *
|
|
* OUTPUT: bool; Should the bullet explode now? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/10/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool BulletClass::Is_Forced_To_Explode(COORDINATE & coord) const
|
|
{
|
|
coord = Coord;
|
|
CellClass const * cellptr = &Map[coord];
|
|
|
|
/*
|
|
** Check for impact on a wall or other high obstacle.
|
|
*/
|
|
if (!Class->IsHigh && cellptr->Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(cellptr->Overlay).IsHigh) {
|
|
coord = Cell_Coord(Coord_Cell(coord));
|
|
return(true);
|
|
}
|
|
|
|
/*
|
|
** Check to make sure that underwater projectiles (torpedoes) will not
|
|
** travel in anything but water.
|
|
*/
|
|
if (Class->IsSubSurface) {
|
|
int d = ::Distance(Coord_Fraction(coord), XY_Coord(CELL_LEPTON_W/2, CELL_LEPTON_W/2));
|
|
if (cellptr->Land_Type() != LAND_WATER || (d < CELL_LEPTON_W/3 && cellptr->Cell_Techno() != NULL && cellptr->Cell_Techno() != Payback)) {
|
|
|
|
/*
|
|
** Force explosion to be at center of techno object if one is present.
|
|
*/
|
|
if (cellptr->Cell_Techno() != NULL) {
|
|
coord = cellptr->Cell_Techno()->Target_Coord();
|
|
}
|
|
|
|
/*
|
|
** However, if the torpedo was blocked by a bridge, then force the
|
|
** torpedo to explode on top of that bridge cell.
|
|
*/
|
|
if (cellptr->Is_Bridge_Here()) {
|
|
coord = Coord_Snap(coord);
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Bullets are generally more effective when they are fired at aircraft.
|
|
*/
|
|
if (Class->IsAntiAircraft && As_Aircraft(TarCom) && Distance(TarCom) < 0x0080) {
|
|
return(true);
|
|
}
|
|
|
|
/*
|
|
** No reason for forced explosion was detected, so return 'false' to
|
|
** indicate that no forced explosion is required.
|
|
*/
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BulletClass::Bullet_Explodes -- Performs bullet explosion logic. *
|
|
* *
|
|
* This handles the exploding bullet action. It will generate the animation and the *
|
|
* damage as necessary. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: The bullet should be deleted after this routine is called. *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/10/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void BulletClass::Bullet_Explodes(bool forced)
|
|
{
|
|
/*
|
|
** When the target is reached, explode and do the damage
|
|
** required of it. For homing objects, don't force the explosion to
|
|
** match the target position. Non-homing projectiles adjust position so
|
|
** that they hit the target. This compensates for the error in line of
|
|
** flight logic.
|
|
*/
|
|
if ( (Payback != NULL && Payback->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)Payback)->Class->IsDog) ||
|
|
(!forced && !Class->IsArcing && Class->ROT == 0 && Fuse_Target())) {
|
|
Coord = Fuse_Target();
|
|
}
|
|
|
|
/*
|
|
** Non-aircraft targets apply damage to the ground.
|
|
*/
|
|
if (!Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->In_Which_Layer() == LAYER_GROUND) {
|
|
Explosion_Damage(Coord, Strength, Payback, Warhead);
|
|
if (!IsActive) return;
|
|
|
|
} else {
|
|
|
|
/*
|
|
** Special damage apply for SAM missiles. This is the only way that missile
|
|
** damage affects the aircraft target.
|
|
*/
|
|
if (Distance(TarCom) < 0x0080) {
|
|
AircraftClass * object = As_Aircraft(TarCom);
|
|
|
|
int str = Strength;
|
|
if (object) object->Take_Damage(str, 0, Warhead, Payback);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** For projectiles that are invisible while travelling toward the target,
|
|
** allow scatter effect for the impact animation.
|
|
*/
|
|
if (Class->IsInvisible) {
|
|
Coord = Coord_Scatter(Coord, 0x0020);
|
|
}
|
|
|
|
/*
|
|
** Fetch the land type that the explosion will be upon. Special case for
|
|
** flying aircraft targets, their land type will be LAND_NONE.
|
|
*/
|
|
CellClass const * cellptr = &Map[Coord];
|
|
LandType land = cellptr->Land_Type();
|
|
if (Is_Target_Aircraft(TarCom) && As_Aircraft(TarCom)->In_Which_Layer() == LAYER_TOP) {
|
|
land = LAND_NONE;
|
|
}
|
|
|
|
AnimType anim = Combat_Anim(Strength, Warhead, land);
|
|
|
|
/*
|
|
** If it's a water explosion that's going to play, don't play it
|
|
** if its cell is the same as the center cell of the target ship.
|
|
*/
|
|
if (anim >= ANIM_WATER_EXP1 && anim <= ANIM_WATER_EXP3 && Is_Target_Vessel(TarCom)) {
|
|
if (Coord_Cell(Coord) == Coord_Cell(As_Vessel(TarCom)->Center_Coord())) {
|
|
anim = (AnimType) (ANIM_VEH_HIT1 + (anim - ANIM_WATER_EXP1));
|
|
}
|
|
}
|
|
|
|
if (anim != ANIM_NONE) {
|
|
AnimClass * aptr = new AnimClass(anim, Coord);
|
|
/*
|
|
** Special case trap: if they're making the nuclear explosion,
|
|
** and no anim is available, force the nuclear damage anyway
|
|
** because nuke damage is done in the middle of the animation
|
|
** and if there's no animation, there won't be any damage.
|
|
*/
|
|
if (!aptr && anim == ANIM_ATOM_BLAST) {
|
|
HousesType house = HOUSE_NONE;
|
|
if (Payback) {
|
|
house = Payback->House->Class->House;
|
|
}
|
|
AnimClass::Do_Atom_Damage(house, Coord_Cell(Coord));
|
|
}
|
|
}
|
|
|
|
// if (Payback && Payback->House == PlayerPtr && stricmp(Class->Name(), "GPSSATELLITE") == 0) {
|
|
if (Payback && Class->Type == BULLET_GPS_SATELLITE) {
|
|
if (Payback->House == PlayerPtr) {
|
|
if (!Map.Is_Radar_Active()) {
|
|
Map.Radar_Activate(1);
|
|
}
|
|
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
|
|
Map.Map_Cell(cell, PlayerPtr);
|
|
}
|
|
Map.RadarClass::Flag_To_Redraw(true);
|
|
}
|
|
// Sound_Effect(VOC_SATTACT2);
|
|
Payback->House->IsGPSActive = true;
|
|
Payback->House->IsVisionary = true;
|
|
}
|
|
}
|