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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/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);
- }
- /*
- ** 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));
- }
- }
- }
- }
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