CnC_Remastered_Collection/REDALERT/BULLET.CPP

1110 lines
51 KiB
C++

//
// 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: /CounterStrike/BULLET.CPP 1 3/03/97 10:24a 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 : October 10, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* BulletClass::AI -- Logic processing for bullet. *
* BulletClass::BulletClass -- Bullet constructor. *
* BulletClass::Bullet_Explodes -- Performs bullet explosion logic. *
* BulletClass::Detach -- Removes specified target from this bullet's targeting system. *
* BulletClass::Draw_It -- Displays the bullet at location specified. *
* BulletClass::In_Which_Layer -- Fetches the layer that the bullet resides in. *
* BulletClass::Init -- Clears the bullets array for scenario preparation. *
* BulletClass::Is_Forced_To_Explode -- Checks if bullet should explode NOW. *
* BulletClass::Mark -- Performs related map refreshing under bullet. *
* BulletClass::Occupy_List -- Determines the bullet occupation list. *
* BulletClass::Shape_Number -- Fetches the shape number for the bullet object. *
* BulletClass::Sort_Y -- Sort coordinate for bullet rendering. *
* BulletClass::Target_Coord -- Fetches coordinate to use when firing on this object. *
* 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::~BulletClass -- Destructor for bullet objects. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* 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, TARGET target, TechnoClass * payback, int strength, WarheadType warhead, int speed) :
ObjectClass(RTTI_BULLET, Bullets.ID(this)),
Class(BulletTypes.Ptr((int)id)),
Payback(payback),
PrimaryFacing(DIR_N),
IsInaccurate(false),
IsToAnimate(false),
IsLocked(true),
TarCom(target),
MaxSpeed(speed),
Warhead(warhead)
{
Strength = strength;
Height = FLIGHT_LEVEL;
}
/***********************************************************************************************
* BulletClass::~BulletClass -- Destructor for bullet objects. *
* *
* The bullet destructor must detect if a dog has been attached to this bullet. If so, *
* then the attached dog must be unlimboed back onto the map. This operation is necessary *
* because, unlike other objects, the dog flies with the bullet it fires. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/06/1996 JLB : Created. *
*=============================================================================================*/
BulletClass::~BulletClass(void)
{
if (GameActive) {
/*
** SPECIAL CASE:
** The dog is attached to the dog bullet in a limbo state. When the bullet is
** destroyed, the dog must come back out of limbo at the closest location possible to
** the bullet.
*/
if (Payback != NULL && Payback->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)Payback)->Class->IsDog) {
InfantryClass * dog = (InfantryClass *)Payback;
if (dog) {
bool unlimbo = false;
DirType dogface = dog->PrimaryFacing;
COORDINATE newcoord = Coord;
/*
** Ensure that the coordinate, that the dog is to appear at, is legal. If not,
** then find a nearby legal location.
*/
if (Can_Enter_Cell(newcoord) != MOVE_OK) {
newcoord = Map.Nearby_Location(Coord_Cell(newcoord), dog->Class->Speed);
}
/*
** Try to put the dog down where the target impacted. If we can't
** put it in that cell, then scan through the adjacent cells,
** starting with our current heading, until we find a place where
** we can put him down. If all 8 adjacent cell checks fail, then
** just delete the dog.
*/
for (int i = -1; i < 8; i++) {
if (i != -1) {
newcoord = Adjacent_Cell(Coord, FacingType(i));
}
ScenarioInit++;
if (dog->Unlimbo(newcoord, dog->PrimaryFacing)) {
dog->Mark(MARK_DOWN);
dog->Do_Action(DO_DOG_MAUL, true);
if (dog->WasSelected) {
dog->Select();
}
ScenarioInit--;
unlimbo = true;
break;
}
ScenarioInit--;
}
Payback = 0;
if (!unlimbo) {
delete dog;
}
}
}
BulletClass::Limbo();
}
Class=0;
Payback=0;
}
/***********************************************************************************************
* 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::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(bool) const
{
assert(Bullets.ID(this) == ID);
assert(IsActive);
/*
** Super-gigundo units use the >= 64 coord spillage list logic.
*/
if (Class->IsGigundo) {
static short _list[] = {
-1, 0, 1,
MAP_CELL_W*1-1, MAP_CELL_W*1, MAP_CELL_W*1+1,
-MAP_CELL_W*1-1, -MAP_CELL_W*1, -MAP_CELL_W*1+1,
MAP_CELL_W*2-1, MAP_CELL_W*2, MAP_CELL_W*2+1,
-MAP_CELL_W*2-1, -MAP_CELL_W*2, -MAP_CELL_W*2+1,
-MAP_CELL_W*3-1, -MAP_CELL_W*3, -MAP_CELL_W*3+1,
REFRESH_EOL
};
return(_list);
// return(Coord_Spillage_List(Coord, 64));
}
/*
** Flying units need a special adjustment to the spillage list to take into account
** that the bullet imagery and the shadow are widely separated.
*/
if (Height > 0) {
static short _list[25];
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 = Coord_Move(Coord, DIR_N, Height);
CELL cell2 = Coord_Cell(coord);
ptr = Coord_Spillage_List(coord, 5);
while (*ptr != REFRESH_EOL) {
_list[index++] = *ptr + (cell2 - cell1);
ptr++;
}
_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)
{
assert(Bullets.ID(this) == ID);
assert(IsActive);
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)
{
assert(Bullets.ID(this) == ID);
assert(IsActive);
COORDINATE coord;
ObjectClass::AI();
if (!IsActive) return;
/*
** Ballistic objects are handled here.
*/
bool forced = false; // Forced explosion.
if ((Class->IsArcing || Class->IsDropping) && !IsFalling) {
forced = true;
}
/*
** 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->ROT != 0 && 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) {
if (stricmp(Class->GraphicName, "FB1") == 0) {
new AnimClass(ANIM_FBALL_FADE, coord, 1);
} else {
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:
Mark();
if (Payback != NULL && Class->Type == BULLET_GPS_SATELLITE) {
bool reveal = false;
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
if (Payback->House == PlayerPtr) {
reveal = true;
}
} else {
if (Payback->House->IsHuman) {
reveal = true;
}
}
if (reveal) {
if (!Map.Is_Radar_Active()) {
Map.Radar_Activate(1);
}
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
Map.Map_Cell(cell, Payback->House);
}
Map.RadarClass::Flag_To_Redraw(true);
}
Payback->House->IsGPSActive = true;
Payback->House->IsVisionary = true;
}
#ifdef OBSOLETE
/*
** Hack: If it's the artificial nukes, don't let the bullets come down (as
** they're the only ones that blow up). We know it's artificial if you're
** at tech level 10 or below, because you can't build the nuclear silo until
** tech level 15 or so.
*/
if (Payback != NULL && Class->Type == BULLET_NUKE_UP && Payback->House->Control.TechLevel <= 10) {
BulletClass * bullet = new BulletClass(BULLET_NUKE_DOWN, ::As_Target(Payback->House->NukeDest), Payback, 200, WARHEAD_NUKE, MPH_VERY_FAST);
if (bullet) {
int celly = Cell_Y(Payback->House->NukeDest);
celly -= 15;
if (celly < 1) celly = 1;
COORDINATE start = Cell_Coord(XY_Cell(Cell_X(Payback->House->NukeDest), celly));
if (!bullet->Unlimbo(start, DIR_S)) {
delete bullet;
}
}
}
#endif
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();
// if(Class->Type == BULLET_NUKE_DOWN) {
// Render(true);
// }
if (Class->Type == BULLET_NUKE_UP) {
if (Payback != NULL) {
if (Distance(Payback->As_Target()) > 0x0C00) {
delete this;
return;
}
}
}
Coord = coord;
/*
** See if the bullet should be forced to explode now in spite of what
** the fuse would otherwise indicate. Maybe the bullet hit a wall?
*/
if (!forced) {
forced = Is_Forced_To_Explode(Coord);
}
/*
** If the bullet is not to explode, then perform normal flight
** maintenance (usually nothing). Otherwise, explode and then
** delete the bullet.
*/
if (!forced && (Class->IsDropping || !Fuse_Checkup(Coord))) {
/*
** Certain projectiles lose strength when they travel.
*/
if (Class->IsDegenerate && Strength > 5) {
Strength--;
}
} else {
Bullet_Explodes(forced);
delete this;
}
break;
}
}
/***********************************************************************************************
* BulletClass::Shape_Number -- Fetches the shape number for the bullet object. *
* *
* Use this routine to fetch a shape number to use for this bullet object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the shape number to use when drawing this bullet. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/06/1996 JLB : Created. *
*=============================================================================================*/
int BulletClass::Shape_Number(void) const
{
int shapenum = 0;
if (!Class->IsFaceless) {
shapenum = UnitClass::BodyShape[Dir_To_32(PrimaryFacing)];
}
/*
** For tumbling projectiles, fetch offset stage.
*/
if (Class->Tumble > 0) {
shapenum += (long)Frame % Class->Tumble;
}
return(shapenum);
}
/***********************************************************************************************
* 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) {
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, 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 {
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, 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)
{
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shapeptr, shapenum, x, y, window, flags|SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::FadingShade);
} else {
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, 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);
if (aptr) {
aptr->Sort_Above(TarCom);
}
/*
** 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) {
GlyphX_Debug_Print("FAILED to create ANIM_ATOM_BLAST");
HousesType house = HOUSE_NONE;
if (Payback) {
house = Payback->House->Class->House;
}
AnimClass::Do_Atom_Damage(house, Coord_Cell(Coord));
}
// 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
//
else if (aptr && anim == ANIM_ATOM_BLAST && aptr->OwnerHouse == HOUSE_NONE) {
if (Payback && Payback->House && Payback->House->Class) {
aptr->Set_Owner(Payback->House->Class->House);
}
}
}
// if (Payback && Payback->House == PlayerPtr && stricmp(Class->Name(), "GPSSATELLITE") == 0) {
if (Payback && Class->Type == BULLET_GPS_SATELLITE) {
bool reveal = false;
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
if (Payback->House == PlayerPtr) {
reveal = true;
}
} else {
if (Payback->House->IsHuman) {
reveal = true;
}
}
if (reveal) {
if (!Map.Is_Radar_Active()) {
Map.Radar_Activate(1);
}
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
Map.Map_Cell(cell, Payback->House);
}
Map.RadarClass::Flag_To_Redraw(true);
}
// Sound_Effect(VOC_SATTACT2);
Payback->House->IsGPSActive = true;
Payback->House->IsVisionary = true;
}
}