// // Copyright 2020 Electronic Arts Inc. // // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free // software: you can redistribute it and/or modify it under the terms of // the GNU General Public License as published by the Free Software Foundation, // either version 3 of the License, or (at your option) any later version. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection /* $Header: F:\projects\c&c\vcs\code\bullet.cpv 2.18 16 Oct 1995 16:50:00 JOE_BOSTIC $ */ /*********************************************************************************************** *** 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 *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : BULLET.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : April 23, 1994 * * * * Last Update : March 18, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * BulletClass::AI -- Logic processing for bullet. * * BulletClass::As_Target -- Converts the bullet into a target value. * * BulletClass::BulletClass -- Bullet constructor. * * BulletClass::BulletClass -- Default constructor for bullet objects. * * BulletClass::Detach -- Removes specified target from this bullet's targeting system. * * BulletClass::Draw_It -- Displays the bullet at location specified. * * BulletClass::Init -- Clears the bullets array for scenario preparation. * * BulletClass::Mark -- Performs related map refreshing under bullet. * * BulletClass::Occupy_List -- Determines the bullet occupation list. * * BulletClass::Unlimbo -- Transitions a bullet object into the game render/logic system. * * BulletClass::delete -- Bullet memory delete. * * BulletClass::new -- Allocates memory for bullet object. * * BulletClass::Validate -- validates bullet pointer * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #define GRAVITY 3 /* ** This contains the value of the Virtual Function Table Pointer */ void * BulletClass::VTable; /*********************************************************************************************** * BulletClass::Validate -- validates bullet pointer * * * * INPUT: * * none. * * * * OUTPUT: * * 1 = ok, 0 = error * * * * WARNINGS: * * none. * * * * HISTORY: * * 08/09/1995 BRR : Created. * *=============================================================================================*/ #ifdef CHEAT_KEYS int BulletClass::Validate(void) const { int num; num = Bullets.ID(this); if (num < 0 || num >= BULLET_MAX) { Validate_Error("BULLET"); return (0); } else return (1); } #else #define Validate() #endif /*********************************************************************************************** * BulletClass::BulletClass -- Default constructor for bullet objects. * * * * This is the default constructor for bullet objects. A bullet constructed by this routine * * is not in a usable state for game purposes. It must be constructed by the full * * (parameterized) constructor -- usually called as part of the overloaded "new" operator. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: Do not use bullets that were constructed solely by this routine. * * * * HISTORY: * * 09/24/1994 JLB : Created. * *=============================================================================================*/ BulletClass::BulletClass(void) : Class(0) { Payback = NULL; IsToAnimate = false; Altitude = 0; Riser = 0; TarCom = TARGET_NONE; Strength = 0; IsLocked = true; IsInaccurate = false; } /*********************************************************************************************** * BulletClass::new -- Allocates memory for bullet object. * * * * This function will "allocate" a block of memory for a bullet object. * * This memory block is merely lifted from a fixed pool of blocks. * * * * INPUT: size -- The size of the memory block needed. * * * * OUTPUT: Returns with a pointer to an available bullet object block. * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * *=============================================================================================*/ void * BulletClass::operator new(size_t ) { void * ptr = Bullets.Allocate(); if (ptr) { ((BulletClass *)ptr)->Set_Active(); } return(ptr); } /*********************************************************************************************** * BulletClass::delete -- Bullet memory delete. * * * * Since bullets memory is merely "allocated" out of a pool, it never * * actually gets deleted. * * * * INPUT: ptr -- Generic pointer to bullet object. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * *=============================================================================================*/ void BulletClass::operator delete(void *ptr) { if (ptr) { ((BulletClass *)ptr)->IsActive = false; } Bullets.Free((BulletClass *)ptr); } /*********************************************************************************************** * BulletClass::BulletClass -- Bullet constructor. * * * * This is the constructor for the bullet class. It handles all * * initialization of the bullet and starting it in motion toward its * * target. * * * * INPUT: id -- The type of bullet this is (could be missile). * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * * 06/20/1994 JLB : Firer is a base class pointer. * * 12/10/1994 JLB : Auto calculate range optional. * * 12/12/1994 JLB : Handles small arms as an instantaneous effect. * * 12/23/1994 JLB : Fixed scatter algorithm for non-homing projectiles. * * 12/31/1994 JLB : Removed range parameter (not needed). * *=============================================================================================*/ BulletClass::BulletClass(BulletType id) : Class(&BulletTypeClass::As_Reference(id)) { Altitude = 0; IsInaccurate = false; IsLocked = true; // IsLocked = false; IsToAnimate = false; Payback = 0; Riser = 0; Strength = Class->MaxStrength; TarCom = TARGET_NONE; } /*********************************************************************************************** * BulletClass::Occupy_List -- Determines the bullet occupation list. * * * * This function will determine the cell occupation list and return a pointer to it. Most * * bullets are small and the list is usually short, but on occasion, it can be a list that * * rivals the size of regular vehicles. * * * * INPUT: none * * * * OUTPUT: Returns with a pointer to the cell offset list that covers all the cells a bullet * * is over. * * * * WARNINGS: none * * * * HISTORY: * * 06/20/1994 JLB : Created. * * 01/05/1995 JLB : Handles projectiles with altitude. * *=============================================================================================*/ short const *BulletClass::Occupy_List(void) const { Validate(); switch (*this) { case BULLET_FLAME: return(Coord_Spillage_List(Coord, 25)); case BULLET_NUKE_UP: case BULLET_NUKE_DOWN: return(Coord_Spillage_List(Coord, 48)); default: if (Altitude) { static CELL _list[10]; const short * ptr = Coord_Spillage_List(Coord, 5); int index = 0; CELL cell1 = Coord_Cell(Coord); while (ptr[index] != REFRESH_EOL) { _list[index] = ptr[index]; index++; } COORDINATE coord = XY_Coord(0, Altitude); coord = Coord_Sub(Coord, coord); CELL cell2 = Coord_Cell(coord); ptr = Coord_Spillage_List(coord, 5); while (*ptr != REFRESH_EOL) { _list[index++] = (*ptr++) + (cell2 - cell1); } _list[index] = REFRESH_EOL; return(_list); } } return(Coord_Spillage_List(Coord, 10)); } /*********************************************************************************************** * BulletClass::Mark -- Performs related map refreshing under bullet. * * * * This routine marks the objects under the bullet so that they will * * be redrawn. This is necessary as the bullet moves -- objects under * * its path need to be restored. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * *=============================================================================================*/ bool BulletClass::Mark(MarkType mark) { Validate(); if (ObjectClass::Mark(mark)) { if (!Class->IsInvisible) { Map.Refresh_Cells(Coord_Cell(Coord), Occupy_List()); } return(true); } return(false); } /*********************************************************************************************** * BulletClass::AI -- Logic processing for bullet. * * * * This routine will perform all logic (flight) logic on the bullet. * * Primarily this is motion, fuse tracking, and detonation logic. Call * * this routine no more than once per bullet per game tick. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * *=============================================================================================*/ void BulletClass::AI(void) { Validate(); COORDINATE coord; ObjectClass::AI(); /* ** Balistic objects are handled here. */ bool forced = false; // Forced explosion. if (Class->IsArcing) { Altitude += Riser; if (Altitude <= 0) { forced = true; } if (Riser > -100) { Riser -= GRAVITY; } } if (Class->IsDropping) { Altitude += Riser; if (Altitude <= 0) { forced = true; } if (Riser > -100) { Riser -= 1; } } /* ** Homing projectiles constantly change facing to face toward the target but ** they only do so every other game frame (improves game speed and makes ** missiles not so deadly). */ if ((Frame & 0x01) && Class->IsHoming && Target_Legal(TarCom)) { PrimaryFacing.Set_Desired(Direction256(Coord, ::As_Coord(TarCom))); } /* ** Move the projectile forward according to its speed ** and direction. */ coord = Coord; if (Class->IsFlameEquipped) { if (IsToAnimate) { new AnimClass(ANIM_SMOKE_PUFF, coord, 1); } IsToAnimate = !IsToAnimate; } /* ** Handle any body rotation at this time. This process must ** occur every game fame in order to achieve smooth rotation. */ if (PrimaryFacing.Is_Rotating()) { PrimaryFacing.Rotation_Adjust(Class->ROT); } switch (Physics(coord, PrimaryFacing)) { /* ** When a projectile reaches the edge of the world, it ** vanishes from existence -- presumed to explode off ** map. */ case IMPACT_EDGE: // if (IsLocked) { Mark(); Delete_This(); // } break; default: case IMPACT_NONE: /* ** The projectile has moved. Check its fuse. If detonation ** is signaled, then do so. Otherwise, just move. */ case IMPACT_NORMAL: Mark(); // IsLocked = true; if (!Class->IsHigh) { CellClass * cellptr = &Map[Coord_Cell(coord)]; if (cellptr->Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(cellptr->Overlay).IsHigh) { forced = true; Coord = coord = Cell_Coord(Coord_Cell(coord)); } } /* ** Bullets are generaly more effective when they are fired at aircraft. */ if (Class->IsAntiAircraft && As_Aircraft(TarCom) && Distance(TarCom) < 0x0080) { forced = true; if (*this == BULLET_TOW) { Strength += Strength/3; } else { Strength += Strength/2; } } if (!forced && (Class->IsDropping || !Fuse_Checkup(coord))) { Coord = coord; Mark(); /* ** Certain projectiles loose strength when they travel. */ if (*this == BULLET_BULLET) { if (Strength > 5) Strength--; } } else { /* ** 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. */ Mark(); if (!forced && !Class->IsArcing && !Class->IsHoming && 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, Class->Warhead); } 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, Class->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); } if (Class->Explosion != ANIM_NONE) { AnimClass * newanim = new AnimClass(Class->Explosion, Coord); if (newanim) { newanim->Sort_Above(TarCom); } // MBL 05.20.2020 // Fix for Nuke or Atom Bomb killing structures and units during animation sequence and not getting kills tracked // Per https://jaas.ea.com/browse/TDRA-6610 // if (newanim && Class->Explosion == ANIM_ATOM_BLAST && newanim->OwnerHouse == HOUSE_NONE) { if (Payback && Payback->House && Payback->House->Class) { newanim->Set_Owner(Payback->House->Class->House); } } } Delete_This(); return; } break; } } /*********************************************************************************************** * 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) { Validate(); int facing = Facing_To_32(PrimaryFacing); /* ** 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 = Class->Get_Image_Data(); if (!shapeptr) return; /* ** Get the basic shape number for this projectile. */ int shapenum = 0; if (!Class->IsFaceless) { shapenum = UnitClass::BodyShape[facing]; } /* ** For tumbling projectiles, fetch offset stage. */ if (*this == BULLET_NAPALM) { shapenum += Frame % 6; } if (*this == BULLET_GRENADE) { shapenum += Frame % 8; // Timer++; } /* ** For flying projectiles, draw the shadow and adjust the actual projectile body ** render position. */ if (Altitude) { CC_Draw_Shape(shapeptr, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, Map.FadingShade); y -= Lepton_To_Pixel(Altitude); } /* ** Draw the main body of the projectile. */ ShapeFlags_Type flags = SHAPE_NORMAL; if (Class->IsTranslucent) { flags = SHAPE_GHOST; } CC_Draw_Shape(this, shapeptr, shapenum, x, y, window, flags|SHAPE_CENTER|SHAPE_WIN_REL, NULL, Map.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) { BulletClass *ptr; Bullets.Free_All(); ptr = new BulletClass(); VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0]; delete ptr; } /*********************************************************************************************** * 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) { Validate(); ObjectClass * obj = As_Object(target); if (obj == Payback) { 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 existance. * * * * 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) { Validate(); /* ** 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 (ObjectClass::Unlimbo(coord)) { 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->IsHoming && !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)) && (Class->Warhead == WARHEAD_AP || Class->IsFueled))) { /* ** Inaccuracy for low velocity or homing projectiles manifests itself as a standard ** Cicular Error of Probability (CEP) algorithm. High speed projectiles usually ** just overshoot the target by extending the straight line flight. */ if (Class->IsHoming || Class->IsArcing) { int scatterdist = ::Distance(coord, tcoord)/3; scatterdist = MIN(scatterdist, 0x0200); if (*this == BULLET_GRENADE) { scatterdist = ::Distance(coord, tcoord)/4; scatterdist = MIN(scatterdist, 0x0080); } dir = (DirType)((dir + (Random_Pick(0, 10)-5)) & 0x00FF); tcoord = Coord_Scatter(tcoord, Random_Pick(0, scatterdist)); } else { tcoord = Coord_Move(tcoord, dir, Random_Pick(0, 0x0100)); } /* ** Limit scatter to the weapon range of the firer. */ if (Payback) { if (!Payback->In_Range(tcoord, 0) && !Payback->In_Range(tcoord, 1)) { tcoord = Coord_Move(tcoord, ::Direction(tcoord, Coord), Distance(tcoord) - MAX(Payback->Weapon_Range(0), Payback->Weapon_Range(1))); } } } /* ** For very fast and invisible projectiles, just make the projectile exist at the target ** location and dispense with the actual flight. */ if (Class->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->Range) { if (!Class->IsDropping) { range = (::Distance(tcoord, Coord) / Class->MaxSpeed) + 4; } } else { range = Class->Range; } /* ** Projectile speed is usually the default value for that projectile, but ** certian projectiles alter speed according to the distance to the ** target. */ int speed = Class->MaxSpeed; if (speed == MPH_LIGHT_SPEED) speed = MPH_IMMOBILE; if (Class->IsArcing) { speed = Class->MaxSpeed + (Distance(tcoord)>>5); /* ** 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. This solution would require a ** of square root and an arcsine lookup table. OUCH! */ Altitude = 0; Riser = 0; if (Class->IsArcing) { Altitude = 1; Riser = ((Distance(tcoord)/2) / (speed+1))*GRAVITY; Riser = MAX(Riser, (signed char)10); } if (Class->IsDropping) { Altitude = Pixel_To_Lepton(24); Riser = 0; } PrimaryFacing = dir; return(true); } return(false); } /*********************************************************************************************** * BulletClass::As_Target -- Converts the bullet into a target value. * * * * This support routine is used to convert the bullet (as a pointer) into a target * * value (which is a number). * * * * INPUT: none * * * * OUTPUT: Returns the bullet as a target value. * * * * WARNINGS: none * * * * HISTORY: * * 09/08/1994 JLB : Created. * *=============================================================================================*/ TARGET BulletClass::As_Target(void) const { Validate(); return(Build_Target(KIND_BULLET, Bullets.ID(this))); }