CnC_Remastered_Collection/REDALERT/COMBAT.CPP

424 lines
21 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/COMBAT.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 : COMBAT.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 19, 1994 *
* *
* Last Update : July 26, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Combat_Anim -- Determines explosion animation to play. *
* Explosion_Damage -- Inflict an explosion damage affect. *
* Modify_Damage -- Adjusts damage to reflect the nature of the target. *
* Wide_Area_Damage -- Apply wide area damage to the map. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* Modify_Damage -- Adjusts damage to reflect the nature of the target. *
* *
* This routine is the core of combat tactics. It implements the *
* affect various armor types have against various weapon types. By *
* careful exploitation of this table, tactical advantage can be *
* obtained. *
* *
* INPUT: damage -- The damage points to process. *
* *
* warhead -- The source of the damage points. *
* *
* armor -- The type of armor defending against the damage. *
* *
* distance -- The distance (in leptons) from the source of the damage. *
* *
* OUTPUT: Returns with the adjusted damage points to inflict upon the *
* target. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/16/1994 JLB : Created. *
* 04/17/1994 JLB : Always does a minimum of damage. *
* 01/01/1995 JLB : Takes into account distance from damage source. *
* 04/11/1996 JLB : Changed damage fall-off formula for less damage fall-off. *
*=============================================================================================*/
int Modify_Damage(int damage, WarheadType warhead, ArmorType armor, int distance)
{
if (!damage) return(damage);
/*
** If there is no raw damage value to start with, then
** there can be no modified damage either.
*/
if (Special.IsInert || !damage || warhead == WARHEAD_NONE) return(0);
/*
** Negative damage (i.e., heal) is always applied full strength, but only if the heal
** effect is close enough.
*/
if (damage < 0) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (distance < 0x008) {
if(warhead != WARHEAD_MECHANICAL && armor == ARMOR_NONE) return(damage);
if(warhead == WARHEAD_MECHANICAL && armor != ARMOR_NONE) return(damage);
}
#else
if (distance < 0x008 && armor == ARMOR_NONE) return(damage);
#endif
return(0);
}
WarheadTypeClass const * whead = WarheadTypeClass::As_Pointer(warhead);
// WarheadTypeClass const * whead = &Warheads[warhead];
damage = damage * whead->Modifier[armor];
/*
** Reduce damage according to the distance from the impact point.
*/
if (damage) {
if (!whead->SpreadFactor) {
distance /= PIXEL_LEPTON_W/4;
} else {
distance /= whead->SpreadFactor * (PIXEL_LEPTON_W/2);
}
distance = Bound(distance, 0, 16);
if (distance) {
damage = damage / distance;
}
/*
** Allow damage to drop to zero only if the distance would have
** reduced damage to less than 1/4 full damage. Otherwise, ensure
** that at least one damage point is done.
*/
if (distance < 4) {
damage = max(damage, Rule.MinDamage);
}
}
damage = min(damage, Rule.MaxDamage);
return(damage);
}
/***********************************************************************************************
* Explosion_Damage -- Inflict an explosion damage affect. *
* *
* Processes the collateral damage affects typically caused by an *
* explosion. *
* *
* INPUT: coord -- The coordinate of ground zero. *
* *
* strength -- Raw damage points at ground zero. *
* *
* source -- Source of the explosion (who is responsible). *
* *
* warhead -- The kind of explosion to process. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine can consume some time and will affect the AI *
* of nearby enemy units (possibly). *
* *
* HISTORY: *
* 08/16/1991 JLB : Created. *
* 11/30/1991 JLB : Uses coordinate system. *
* 12/27/1991 JLB : Radius of explosion damage effect. *
* 04/13/1994 JLB : Streamlined. *
* 04/16/1994 JLB : Warhead damage type modifier. *
* 04/17/1994 JLB : Cleaned up. *
* 06/20/1994 JLB : Uses object pointers to distribute damage. *
* 06/20/1994 JLB : Source is a pointer. *
* 06/18/1996 JLB : Strength could be negative for healing effects. *
*=============================================================================================*/
void Explosion_Damage(COORDINATE coord, int strength, TechnoClass * source, WarheadType warhead)
{
CELL cell; // Cell number under explosion.
ObjectClass * object; // Working object pointer.
ObjectClass * objects[32]; // Maximum number of objects that can be damaged.
int distance; // Distance to unit.
int range; // Damage effect radius.
int count; // Number of vehicle IDs in list.
if (!strength || Special.IsInert || warhead == WARHEAD_NONE) return;
WarheadTypeClass const * whead = WarheadTypeClass::As_Pointer(warhead);
// WarheadTypeClass const * whead = &Warheads[warhead];
// range = ICON_LEPTON_W*2;
range = ICON_LEPTON_W + (ICON_LEPTON_W >> 1);
cell = Coord_Cell(coord);
if ((unsigned)cell >= MAP_CELL_TOTAL) return;
CellClass * cellptr = &Map[cell];
ObjectClass * impacto = cellptr->Cell_Occupier();
/*
** Fill the list of unit IDs that will have damage
** assessed upon them. The units can be lifted from
** the cell data directly.
*/
count = 0;
for (FacingType i = FACING_NONE; i < FACING_COUNT; i++) {
/*
** Fetch a pointer to the cell to examine. This is either
** an adjacent cell or the center cell. Damage never spills
** further than one cell away.
*/
if (i != FACING_NONE) {
cellptr = Map[cell].Adjacent_Cell(i);
if (!cellptr) continue;
}
/*
** Add all objects in this cell to the list of objects to possibly apply
** damage to. The list stops building when the object pointer list becomes
** full. Do not include overlapping objects; selection state can affect
** the overlappers, and this causes multiplayer games to go out of sync.
*/
object = cellptr->Cell_Occupier();
while (object) {
if (!object->IsToDamage && object != source) {
object->IsToDamage = true;
objects[count++] = object;
if (count >= ARRAY_SIZE(objects)) break;
}
object = object->Next;
}
if (count >= ARRAY_SIZE(objects)) break;
}
/*
** Sweep through the units to be damaged and damage them. When damaging
** buildings, consider a hit on any cell the building occupies as if it
** were a direct hit on the building's center.
*/
for (int index = 0; index < count; index++) {
object = objects[index];
object->IsToDamage = false;
if (object->IsActive) {
if (object->What_Am_I() == RTTI_BUILDING && impacto == object) {
distance = 0;
} else {
distance = Distance(coord, object->Center_Coord());
}
if (object->IsDown && !object->IsInLimbo && distance < range) {
int damage = strength;
object->Take_Damage(damage, distance, warhead, source);
}
}
}
/*
** If there is a wall present at this location, it may be destroyed. Check to
** make sure that the warhead is of the kind that can destroy walls.
*/
cellptr = &Map[cell];
if (cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
if (optr->IsTiberium && whead->IsTiberiumDestroyer) {
cellptr->Reduce_Tiberium(strength / 10);
}
if (optr->IsWall) {
if (whead->IsWallDestroyer || (whead->IsWoodDestroyer && optr->IsWooden)) {
Map[cell].Reduce_Wall(strength);
}
}
}
/*
** If there is a bridge at this location, then it may be destroyed by the
** combat damage.
*/
if (cellptr->TType == TEMPLATE_BRIDGE1 || cellptr->TType == TEMPLATE_BRIDGE2 ||
cellptr->TType == TEMPLATE_BRIDGE1H || cellptr->TType == TEMPLATE_BRIDGE2H ||
cellptr->TType == TEMPLATE_BRIDGE_1A || cellptr->TType == TEMPLATE_BRIDGE_1B ||
cellptr->TType == TEMPLATE_BRIDGE_2A || cellptr->TType == TEMPLATE_BRIDGE_2B ||
cellptr->TType == TEMPLATE_BRIDGE_3A || cellptr->TType == TEMPLATE_BRIDGE_3B ) {
if (((warhead == WARHEAD_AP || warhead == WARHEAD_HE) && Random_Pick(1, Rule.BridgeStrength) < strength)) {
Map.Destroy_Bridge_At(cell);
}
}
}
/***********************************************************************************************
* Combat_Anim -- Determines explosion animation to play. *
* *
* This routine is called when a projectile impacts. This routine will determine what *
* animation should be played. *
* *
* INPUT: damage -- The amount of damage this warhead possess (warhead size). *
* *
* warhead -- The type of warhead. *
* *
* land -- The land type that this explosion is over. Sometimes, this makes *
* a difference (especially over water). *
* *
* OUTPUT: Returns with the animation to play. If no animation is to be played, then *
* ANIM_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/19/1996 JLB : Created. *
*=============================================================================================*/
AnimType Combat_Anim(int damage, WarheadType warhead, LandType land)
{
/*
** For cases of no damage or invalid warhead, don't have any
** animation effect at all.
*/
if (damage == 0 || warhead == WARHEAD_NONE) {
return(ANIM_NONE);
}
static AnimType _aplist[] = {
ANIM_VEH_HIT3, // Small fragment throwing explosion -- burn/exp mix.
ANIM_VEH_HIT2, // Small fragment throwing explosion -- pop & sparkles.
ANIM_FRAG1, // Medium fragment throwing explosion -- short decay.
ANIM_FBALL1, // Large fireball explosion (bulges rightward).
};
static AnimType _helist[] = {
ANIM_VEH_HIT1, // Small fireball explosion (bulges rightward).
ANIM_VEH_HIT2, // Small fragment throwing explosion -- pop & sparkles.
ANIM_ART_EXP1, // Large fragment throwing explosion -- many sparkles.
ANIM_FBALL1, // Large fireball explosion (bulges rightward).
};
static AnimType _firelist[] = {
ANIM_NAPALM1, // Small napalm burn.
ANIM_NAPALM2, // Medium napalm burn.
ANIM_NAPALM3, // Large napalm burn.
};
static AnimType _waterlist[] = {
ANIM_WATER_EXP3,
ANIM_WATER_EXP2,
ANIM_WATER_EXP1,
};
WarheadTypeClass const * wptr = WarheadTypeClass::As_Pointer(warhead);
// WarheadTypeClass const * wptr = &Warheads[warhead];
switch (wptr->ExplosionSet) {
case 6:
return(ANIM_ATOM_BLAST);
case 2:
if (damage > 15) {
return(ANIM_PIFFPIFF);
}
return(ANIM_PIFF);
case 4:
if (land == LAND_NONE) return(ANIM_FLAK);
// Fixed math error
if (land == LAND_WATER) return(_waterlist[(ARRAY_SIZE(_waterlist)-1) * fixed(min(damage, 90), 90)]);
return(_aplist[(ARRAY_SIZE(_aplist)-1) * fixed(min(damage, 90), 90)]);
case 5:
if (land == LAND_NONE) return(ANIM_FLAK);
if (land == LAND_WATER) return(_waterlist[(ARRAY_SIZE(_waterlist)-1) * fixed(min(damage, 130), 130)]);
return(_helist[(ARRAY_SIZE(_helist)-1) * fixed(min(damage, 130), 130)]);
case 3:
if (land == LAND_NONE) return(ANIM_FLAK);
if (land == LAND_WATER) return(_waterlist[(ARRAY_SIZE(_waterlist)-1) * fixed(min(damage, 150), 150)]);
return(_firelist[(ARRAY_SIZE(_firelist)-1) * fixed(min(damage, 150), 150)]);
case 1:
return(ANIM_PIFF);
default:
break;
}
return(ANIM_NONE);
}
/***********************************************************************************************
* Wide_Area_Damage -- Apply wide area damage to the map. *
* *
* This routine will apply damage to a very wide area on the map. The damage will be *
* spread out from the coordinate specified by the radius specified. The amount of damage *
* will attenuate according to the distance from center. *
* *
* INPUT: coord -- The coordinate that the explosion damage will center about. *
* *
* radius -- The radius of the explosion. *
* *
* damage -- The amount of damage to apply at the center location. *
* *
* source -- Pointer to the purpetrator of the damage (if any). *
* *
* warhead -- The type of warhead that is causing the damage. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1996 JLB : Created. *
*=============================================================================================*/
void Wide_Area_Damage(COORDINATE coord, LEPTON radius, int rawdamage, TechnoClass * source, WarheadType warhead)
{
int cell_radius = (radius + CELL_LEPTON_W-1) / CELL_LEPTON_W;
CELL cell = Coord_Cell(coord);
for (int x = -cell_radius; x <= cell_radius; x++) {
for (int y = -cell_radius; y <= cell_radius; y++) {
int xpos = Cell_X(cell) + x;
int ypos = Cell_Y(cell) + y;
/*
** If the potential damage cell is outside of the map bounds,
** then don't process it. This unusual check method ensures that
** damage won't wrap from one side of the map to the other.
*/
if ((unsigned)xpos > MAP_CELL_W) {
continue;
}
if ((unsigned)ypos > MAP_CELL_H) {
continue;
}
CELL tcell = XY_Cell(xpos, ypos);
if (!Map.In_Radar(tcell)) continue;
int dist_from_center = Distance(XY_Coord(x+cell_radius, y+cell_radius), XY_Coord(cell_radius, cell_radius));
int damage = rawdamage * Inverse(fixed(cell_radius, dist_from_center));
Explosion_Damage(Cell_Coord(tcell), damage, source, warhead);
if (warhead == WARHEAD_FIRE && damage > 100) {
new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Cell_Coord(tcell));
}
}
}
}