CnC_Remastered_Collection/TIBERIANDAWN/BULLET.CPP
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

795 lines
37 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: 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)));
}