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- /*
- ** Command & Conquer Red Alert(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $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)->IsActive = true;
- }
- 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) {
- if (Payback->House == PlayerPtr) {
- if (!Map.Is_Radar_Active()) {
- Map.Radar_Activate(1);
- }
- for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
- Map.Map_Cell(cell, PlayerPtr);
- }
- Map.RadarClass::Flag_To_Redraw(true);
- }
- 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) {
- CC_Draw_Shape(AnimTypeClass::As_Reference(ANIM_PARA_BOMB).Get_Image_Data(), 1, x+Lepton_To_Pixel(Height/2), y+10, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::UnitShadow);
- } else {
- CC_Draw_Shape(shapeptr, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::UnitShadow);
- }
- y -= Lepton_To_Pixel(Height);
- }
- /*
- ** Draw the main body of the projectile.
- */
- ShapeFlags_Type flags = SHAPE_NORMAL;
- if (Class->IsTranslucent) {
- flags = SHAPE_GHOST;
- }
- if (Class->IsSubSurface) {
- CC_Draw_Shape(shapeptr, shapenum, x, y, window, flags|SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, NULL, DisplayClass::FadingShade);
- } else {
- CC_Draw_Shape(shapeptr, shapenum, x, y, window, flags|SHAPE_CENTER|SHAPE_WIN_REL, NULL, DisplayClass::UnitShadow);
- }
- }
- /***********************************************************************************************
- * BulletClass::Init -- Clears the bullets array for scenario preparation. *
- * *
- * This routine will zero out the bullet tracking list and object array in preparation for *
- * the start of a new scenario. All bullets cease to exists after this function is *
- * called. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/15/1994 JLB : Created. *
- *=============================================================================================*/
- void BulletClass::Init(void)
- {
- Bullets.Free_All();
- }
- /***********************************************************************************************
- * BulletClass::Detach -- Removes specified target from this bullet's targeting system. *
- * *
- * When an object is removed from the game system, it must be removed all targeting and *
- * tracking systems as well. This routine is used to remove the specified object from the *
- * bullet. If the object isn't part of this bullet's tracking system, then no action is *
- * performed. *
- * *
- * INPUT: target -- The target to remove from this tracking system. *
- * *
- * all -- Is the target going away for good as opposed to just cloaking/hiding? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/24/1994 JLB : Created. *
- *=============================================================================================*/
- void BulletClass::Detach(TARGET target, bool all)
- {
- assert(Bullets.ID(this) == ID);
- assert(IsActive);
- ObjectClass * obj = As_Object(target);
- if (Payback != NULL && obj == Payback) {
- /*
- ** If we're being called as a result of the dog that fired us being put
- ** in limbo, then don't detach. If for any other reason, detach.
- */
- if (Payback->What_Am_I() != RTTI_INFANTRY || !((InfantryClass *)Payback)->Class->IsDog) {
- Payback = 0;
- }
- }
- if (all && target == TarCom) {
- TarCom = TARGET_NONE;
- }
- }
- /***********************************************************************************************
- * BulletClass::Unlimbo -- Transitions a bullet object into the game render/logic system. *
- * *
- * This routine is used to take a bullet object that is in limbo and transition it to the *
- * game system. A bullet object so transitioned, will be drawn and logic processing *
- * performed. In effect, it comes into existence. *
- * *
- * INPUT: coord -- The location where the bullet object is to appear. *
- * *
- * dir -- The initial facing for the bullet object. *
- * *
- * OUTPUT: bool; Was the unlimbo successful? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/10/1995 JLB : Created. *
- *=============================================================================================*/
- bool BulletClass::Unlimbo(COORDINATE coord, DirType dir)
- {
- assert(Bullets.ID(this) == ID);
- assert(IsActive);
- /*
- ** Try to unlimbo the bullet as far as the base class is concerned. Use the already
- ** set direction and strength if the "punt" values were passed in. This allows a bullet
- ** to be setup prior to being launched.
- */
- if (!Class->IsHigh) {
- Height = 0;
- }
- if (ObjectClass::Unlimbo(coord)) {
- Map.Remove(this, In_Which_Layer());
- COORDINATE tcoord = As_Coord(TarCom);
- /*
- ** Homing projectiles (missiles) do NOT override facing. They just fire in the
- ** direction specified and let the chips fall where they may.
- */
- if (Class->ROT == 0 && !Class->IsDropping) {
- dir = Direction(tcoord);
- }
- /*
- ** Possibly adjust the target if this projectile is inaccurate. This occurs whenever
- ** certain weapons are trained upon targets they were never designed to attack. Example: when
- ** turrets or anti-tank missiles are fired at infantry. Indirect
- ** fire is inherently inaccurate.
- */
- if (IsInaccurate || Class->IsInaccurate ||
- ((Is_Target_Cell(TarCom) || Is_Target_Infantry(TarCom)) && (Warhead == WARHEAD_AP || Class->IsFueled))) {
- /*
- ** Inaccuracy for low velocity or homing projectiles manifests itself as a standard
- ** Circular Error of Probability (CEP) algorithm. High speed projectiles usually
- ** just overshoot the target by extending the straight line flight.
- */
- if (/*Class->ROT != 0 ||*/ Class->IsArcing) {
- int scatterdist = (::Distance(coord, tcoord)/16)-0x0040;
- scatterdist = min(scatterdist, Rule.HomingScatter);
- scatterdist = max(scatterdist, 0);
- dir = (DirType)((dir + (Random_Pick(0, 10)-5)) & 0x00FF);
- tcoord = Coord_Scatter(tcoord, Random_Pick(0, scatterdist));
- } else {
- int scatterdist = (::Distance(coord, tcoord)/16)-0x0040;
- scatterdist = min(scatterdist, Rule.BallisticScatter);
- scatterdist = max(scatterdist, 0);
- tcoord = Coord_Move(tcoord, dir, Random_Pick(0, scatterdist));
- }
- }
- /*
- ** For very fast and invisible projectiles, just make the projectile exist at the target
- ** location and dispense with the actual flight.
- */
- if (MaxSpeed == MPH_LIGHT_SPEED && Class->IsInvisible) {
- Coord = tcoord;
- }
- /*
- ** Set the range equal to either the class defined range or the calculated
- ** number of game frames it would take for the projectile to reach the target.
- */
- int range = 0xFF;
- if (!Class->IsDropping) {
- range = (::Distance(tcoord, Coord) / MaxSpeed) + 4;
- }
- /*
- ** Projectile speed is usually the default value for that projectile, but
- ** certain projectiles alter speed according to the distance to the
- ** target.
- */
- int speed = MaxSpeed;
- if (speed == MPH_LIGHT_SPEED) speed = MPH_IMMOBILE;
- if (Class->IsArcing) {
- speed = MaxSpeed + (Distance(tcoord) / 32);
- /*
- ** Set minimum speed (i.e., distance) for arcing projectiles.
- */
- speed = max(speed, 25);
- }
- if (!Class->IsDropping) {
- Fly_Speed(255, (MPHType)speed);
- }
- /*
- ** Arm the fuse.
- */
- Arm_Fuse(Coord, tcoord, range, ((As_Aircraft(TarCom)!=0) ? 0 : Class->Arming));
- /*
- ** Projectiles that make a ballistic flight to impact point must determine a
- ** vertical component for the projectile launch. This is crudely simulated
- ** by biasing ground speed according to target distance and then giving
- ** enough vertical velocity to keep the projectile airborne for the
- ** desired amount of time. The mathematically correct solution would be to
- ** calculate launch angle (given fixed projectile velocity) and then derive
- ** the vertical and horizontal components. That solution would require a
- ** square root and an arcsine lookup table. OUCH!
- */
- Riser = 0;
- if (Class->IsArcing) {
- IsFalling = true;
- Height = 1;
- Riser = ((Distance(tcoord)/2) / (speed+1)) * Rule.Gravity;
- Riser = max(Riser, 10);
- }
- if (Class->IsDropping) {
- IsFalling = true;
- Height = FLIGHT_LEVEL;
- // Height = Pixel_To_Lepton(24);
- Riser = 0;
- if (Class->IsParachuted) {
- AnimClass * anim = new AnimClass(ANIM_PARA_BOMB, Target_Coord());
- // AnimClass * anim = new AnimClass(ANIM_PARACHUTE, Target_Coord());
- if (anim) {
- anim->Attach_To(this);
- }
- }
- }
- Map.Submit(this, In_Which_Layer());
- PrimaryFacing = dir;
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * BulletClass::Target_Coord -- Fetches coordinate to use when firing on this object. *
- * *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the coordinate that should be used when firing at the object. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/21/1995 JLB : Created. *
- *=============================================================================================*/
- COORDINATE BulletClass::Target_Coord(void) const
- {
- assert(Bullets.ID(this) == ID);
- assert(IsActive);
- return(Coord_Add(XY_Coord(0, -Height), Coord));
- }
- /***********************************************************************************************
- * BulletClass::Sort_Y -- Sort coordinate for bullet rendering. *
- * *
- * This will return the coordinate to use when sorting this bullet in the display list. *
- * Typically, this only occurs for bullets in the ground layer. Since bullets are to be *
- * seen a bit more than the normal sorting order would otherwise imply, bias the sort *
- * value such that bullets will tend to be drawn on top of the objects. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the coordinate to use when sorting this bullet in the display list. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/02/1996 JLB : Created. *
- *=============================================================================================*/
- COORDINATE BulletClass::Sort_Y(void) const
- {
- assert(this != 0);
- assert(IsActive);
- return(Coord_Move(Coord, DIR_S, CELL_LEPTON_H/2));
- }
- /***********************************************************************************************
- * BulletClass::In_Which_Layer -- Fetches the layer that the bullet resides in. *
- * *
- * This examines the bullet to determine what rendering layer it should be in. The *
- * normal logic applies unless this is a torpedo. A torpedo is always in the surface *
- * layer. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the render layer that this bullet should reside in. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/10/1996 JLB : Created. *
- *=============================================================================================*/
- LayerType BulletClass::In_Which_Layer(void) const
- {
- if (Class->IsSubSurface) {
- return(LAYER_SURFACE);
- }
- return(ObjectClass::In_Which_Layer());
- }
- /***********************************************************************************************
- * BulletClass::Is_Forced_To_Explode -- Checks if bullet should explode NOW. *
- * *
- * This routine will examine the bullet and where it is travelling in order to determine *
- * if it should prematurely explode. Typical of this would be when a bullet hits a wall *
- * or a torpedo hits a ship -- regardless of where the projectile was originally aimed. *
- * *
- * INPUT: coord -- The new coordinate to place the bullet at presuming it is forced to *
- * explode and a modification of the bullet's coordinate is needed. *
- * Otherwise, the coordinate is not modified. *
- * *
- * OUTPUT: bool; Should the bullet explode now? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/10/1996 JLB : Created. *
- *=============================================================================================*/
- bool BulletClass::Is_Forced_To_Explode(COORDINATE & coord) const
- {
- coord = Coord;
- CellClass const * cellptr = &Map[coord];
- /*
- ** Check for impact on a wall or other high obstacle.
- */
- if (!Class->IsHigh && cellptr->Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(cellptr->Overlay).IsHigh) {
- coord = Cell_Coord(Coord_Cell(coord));
- return(true);
- }
- /*
- ** Check to make sure that underwater projectiles (torpedoes) will not
- ** travel in anything but water.
- */
- if (Class->IsSubSurface) {
- int d = ::Distance(Coord_Fraction(coord), XY_Coord(CELL_LEPTON_W/2, CELL_LEPTON_W/2));
- if (cellptr->Land_Type() != LAND_WATER || (d < CELL_LEPTON_W/3 && cellptr->Cell_Techno() != NULL && cellptr->Cell_Techno() != Payback)) {
- /*
- ** Force explosion to be at center of techno object if one is present.
- */
- if (cellptr->Cell_Techno() != NULL) {
- coord = cellptr->Cell_Techno()->Target_Coord();
- }
- /*
- ** However, if the torpedo was blocked by a bridge, then force the
- ** torpedo to explode on top of that bridge cell.
- */
- if (cellptr->Is_Bridge_Here()) {
- coord = Coord_Snap(coord);
- }
- return(true);
- }
- }
- /*
- ** Bullets are generally more effective when they are fired at aircraft.
- */
- if (Class->IsAntiAircraft && As_Aircraft(TarCom) && Distance(TarCom) < 0x0080) {
- return(true);
- }
- /*
- ** No reason for forced explosion was detected, so return 'false' to
- ** indicate that no forced explosion is required.
- */
- return(false);
- }
- /***********************************************************************************************
- * BulletClass::Bullet_Explodes -- Performs bullet explosion logic. *
- * *
- * This handles the exploding bullet action. It will generate the animation and the *
- * damage as necessary. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: The bullet should be deleted after this routine is called. *
- * *
- * HISTORY: *
- * 10/10/1996 JLB : Created. *
- *=============================================================================================*/
- void BulletClass::Bullet_Explodes(bool forced)
- {
- /*
- ** When the target is reached, explode and do the damage
- ** required of it. For homing objects, don't force the explosion to
- ** match the target position. Non-homing projectiles adjust position so
- ** that they hit the target. This compensates for the error in line of
- ** flight logic.
- */
- if ( (Payback != NULL && Payback->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)Payback)->Class->IsDog) ||
- (!forced && !Class->IsArcing && Class->ROT == 0 && Fuse_Target())) {
- Coord = Fuse_Target();
- }
- /*
- ** Non-aircraft targets apply damage to the ground.
- */
- if (!Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->In_Which_Layer() == LAYER_GROUND) {
- Explosion_Damage(Coord, Strength, Payback, Warhead);
- if (!IsActive) return;
- } else {
- /*
- ** Special damage apply for SAM missiles. This is the only way that missile
- ** damage affects the aircraft target.
- */
- if (Distance(TarCom) < 0x0080) {
- AircraftClass * object = As_Aircraft(TarCom);
- int str = Strength;
- if (object) object->Take_Damage(str, 0, Warhead, Payback);
- }
- }
- /*
- ** For projectiles that are invisible while travelling toward the target,
- ** allow scatter effect for the impact animation.
- */
- if (Class->IsInvisible) {
- Coord = Coord_Scatter(Coord, 0x0020);
- }
- /*
- ** Fetch the land type that the explosion will be upon. Special case for
- ** flying aircraft targets, their land type will be LAND_NONE.
- */
- CellClass const * cellptr = &Map[Coord];
- LandType land = cellptr->Land_Type();
- if (Is_Target_Aircraft(TarCom) && As_Aircraft(TarCom)->In_Which_Layer() == LAYER_TOP) {
- land = LAND_NONE;
- }
- AnimType anim = Combat_Anim(Strength, Warhead, land);
- /*
- ** If it's a water explosion that's going to play, don't play it
- ** if its cell is the same as the center cell of the target ship.
- */
- if (anim >= ANIM_WATER_EXP1 && anim <= ANIM_WATER_EXP3 && Is_Target_Vessel(TarCom)) {
- if (Coord_Cell(Coord) == Coord_Cell(As_Vessel(TarCom)->Center_Coord())) {
- anim = (AnimType) (ANIM_VEH_HIT1 + (anim - ANIM_WATER_EXP1));
- }
- }
- if (anim != ANIM_NONE) {
- AnimClass * aptr = new AnimClass(anim, Coord);
- /*
- ** Special case trap: if they're making the nuclear explosion,
- ** and no anim is available, force the nuclear damage anyway
- ** because nuke damage is done in the middle of the animation
- ** and if there's no animation, there won't be any damage.
- */
- if (!aptr && anim == ANIM_ATOM_BLAST) {
- HousesType house = HOUSE_NONE;
- if (Payback) {
- house = Payback->House->Class->House;
- }
- AnimClass::Do_Atom_Damage(house, Coord_Cell(Coord));
- }
- }
- // if (Payback && Payback->House == PlayerPtr && stricmp(Class->Name(), "GPSSATELLITE") == 0) {
- if (Payback && Class->Type == BULLET_GPS_SATELLITE) {
- if (Payback->House == PlayerPtr) {
- if (!Map.Is_Radar_Active()) {
- Map.Radar_Activate(1);
- }
- for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
- Map.Map_Cell(cell, PlayerPtr);
- }
- Map.RadarClass::Flag_To_Redraw(true);
- }
- // Sound_Effect(VOC_SATTACT2);
- Payback->House->IsGPSActive = true;
- Payback->House->IsVisionary = true;
- }
- }
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