CnC_Remastered_Collection/TIBERIANDAWN/BBDATA.CPP

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//
// 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\bbdata.cpv 2.17 16 Oct 1995 16:49:46 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 : BBDATA.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 23, 1994 *
* *
* Last Update : October 17, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* BulletTypeClass::BulletTypeClass -- Constructor for bullet type objects. *
* BulletTypeClass::Load_Shapes -- Load shape data for bullet types. *
* BulletTypeClass::One_Time -- Performs the one time processing for bullets. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***************************************************************************
** Detailed information about each class of bullet (projectile) in the game.
*/
static BulletTypeClass const ClassSniper(
BULLET_BULLET,
"50cal", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_LIGHT_SPEED, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HOLLOW_POINT, // WARHEAD: If fires weapon, warhead type
ANIM_PIFF // Explosion to use upon impact.
);
static BulletTypeClass const ClassBullet(
BULLET_BULLET,
"50cal", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_LIGHT_SPEED, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_SA, // WARHEAD: If fires weapon, warhead type
ANIM_PIFF // Explosion to use upon impact.
);
static BulletTypeClass const ClassSpreadfire(
BULLET_SPREADFIRE,
"50cal", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_LIGHT_SPEED, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_PIFFPIFF // Explosion to use upon impact.
);
static BulletTypeClass const ClassAPDS(
BULLET_APDS,
"120mm", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_VERY_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_AP, // WARHEAD: If fires weapon, warhead type
ANIM_VEH_HIT3 // Explosion to use upon impact.
);
static BulletTypeClass const Class120mm(
BULLET_HE,
"120mm", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
true, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
true, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_MEDIUM_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_ART_EXP1 // Explosion to use upon impact.
);
static BulletTypeClass const ClassMissile(
BULLET_SSM,
"DRAGON", // NAME: Text name of this unit type.
true, // Flies over tall walls?
true, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
true, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
true, // Is projectile inherently inaccurate?
true, // Translucent colors are used?
true, // Good against aircraft?
7, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_ROCKET, // SPEED: Miles per hour.
5, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_FRAG1 // Explosion to use upon impact.
);
static BulletTypeClass const ClassMissile2(
BULLET_SSM2,
"DRAGON", // NAME: Text name of this unit type.
true, // Flies over tall walls?
true, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
true, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
true, // Is projectile inherently inaccurate?
true, // Translucent colors are used?
true, // Good against aircraft?
9, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_ROCKET, // SPEED: Miles per hour.
7, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_FRAG1 // Explosion to use upon impact.
);
static BulletTypeClass const ClassPatriot(
BULLET_SAM,
"MISSILE", // NAME: Text name of this unit type.
true, // Flies over tall walls?
true, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
true, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
true, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_VERY_FAST, // SPEED: Miles per hour.
10, // ROT: Rate of turn (degrees per tick).
WARHEAD_AP, // WARHEAD: If fires weapon, warhead type
ANIM_VEH_HIT1 // Explosion to use upon impact.
);
static BulletTypeClass const ClassDragon(
BULLET_TOW,
"DRAGON", // NAME: Text name of this unit type.
true, // Flies over tall walls?
true, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
true, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
true, // Translucent colors are used?
true, // Good against aircraft?
3, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_ROCKET, // SPEED: Miles per hour.
5, // ROT: Rate of turn (degrees per tick).
WARHEAD_AP, // WARHEAD: If fires weapon, warhead type
ANIM_VEH_HIT2 // Explosion to use upon impact.
);
static BulletTypeClass const ClassFlame(
BULLET_FLAME,
"FLAME", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
12, // ARMING: Time to arm projectile after launch.
12, // RANGE: Inherent override range factor.
MPH_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_FIRE, // WARHEAD: If fires weapon, warhead type
ANIM_NONE // Explosion to use upon impact.
);
static BulletTypeClass const ClassChem(
BULLET_CHEMSPRAY,
"FLAME", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
12, // ARMING: Time to arm projectile after launch.
12, // RANGE: Inherent override range factor.
MPH_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_NONE // Explosion to use upon impact.
);
static BulletTypeClass const ClassNapalm(
BULLET_NAPALM,
"BOMBLET", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
true, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
true, // Translucent colors are used?
false, // Good against aircraft?
24, // ARMING: Time to arm projectile after launch.
24, // RANGE: Inherent override range factor.
MPH_MEDIUM_SLOW, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_FIRE, // WARHEAD: If fires weapon, warhead type
ANIM_NAPALM2 // Explosion to use upon impact.
);
static BulletTypeClass const ClassGrenade(
BULLET_GRENADE,
"BOMB", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
true, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
true, // Is projectile inherently inaccurate?
true, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_MEDIUM_SLOW, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_VEH_HIT2 // Explosion to use upon impact.
);
static BulletTypeClass const ClassLaser(
BULLET_LASER,
"Laser", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_LIGHT_SPEED, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_LASER, // WARHEAD: If fires weapon, warhead type
ANIM_NONE // Explosion to use upon impact.
);
static BulletTypeClass const ClassNukeUp(
BULLET_NUKE_UP,
"ATOMICUP", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_VERY_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_FRAG1 // Explosion to use upon impact.
);
static BulletTypeClass const ClassNukeDown(
BULLET_NUKE_DOWN,
"ATOMICDN", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_VERY_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_ATOM_BLAST // Explosion to use upon impact.
);
static BulletTypeClass const ClassHonestJohn(
BULLET_HONEST_JOHN,
"MISSILE", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
true, // Will it blow up even if it gets just NEAR to target?
true, // Does it have flickering flame animation?
true, // Can it run out of fuel?
false, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
10, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_FAST, // SPEED: Miles per hour.
10, // ROT: Rate of turn (degrees per tick).
WARHEAD_FIRE, // WARHEAD: If fires weapon, warhead type
ANIM_NAPALM3 // Explosion to use upon impact.
);
static BulletTypeClass const ClassHeadButt(
BULLET_HEADBUTT,
"GORE", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_LIGHT_SPEED, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HEADBUTT, // WARHEAD: If fires weapon, warhead type
ANIM_NONE // Explosion to use upon impact.
);
static BulletTypeClass const ClassTRexBite(
BULLET_TREXBITE,
"CHEW", // NAME: Text name of this unit type.
false, // Flies over tall walls?
false, // Homes in on target?
false, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
true, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
false, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_LIGHT_SPEED, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_FEEDME, // WARHEAD: If fires weapon, warhead type
ANIM_NONE // Explosion to use upon impact.
);
#ifdef PETROGLYPH_EXAMPLE_MOD
static BulletTypeClass const NukeLob(
BULLET_NUKE_LOB,
"BOMB", // NAME: Text name of this unit type.
true, // Flies over tall walls?
false, // Homes in on target?
true, // Projectile arcs to the target?
false, // Is this a dropping bomb-like object?
false, // Is this projectile invisible?
false, // Will it blow up even if it gets just NEAR to target?
false, // Does it have flickering flame animation?
false, // Can it run out of fuel?
true, // Is there no visual difference between projectile facings?
true, // Is projectile inherently inaccurate?
false, // Translucent colors are used?
false, // Good against aircraft?
0, // ARMING: Time to arm projectile after launch.
0, // RANGE: Inherent override range factor.
MPH_MEDIUM_FAST, // SPEED: Miles per hour.
0, // ROT: Rate of turn (degrees per tick).
WARHEAD_HE, // WARHEAD: If fires weapon, warhead type
ANIM_ATOM_BLAST // Explosion to use upon impact.
);
#endif //PETROGLYPH_EXAMPLE_MOD
/*
** This is the array of pointers to the static data associated with
** each bullet (projectile) type.
*/
BulletTypeClass const * const BulletTypeClass::Pointers[BULLET_COUNT] = {
&ClassSniper, // BULLET_SNIPER
&ClassBullet, // BULLET_BULLET
&ClassAPDS, // BULLET_APDS
&Class120mm, // BULLET_HE
&ClassMissile, // BULLET_SSM
&ClassMissile2, // BULLET_SSM2
&ClassPatriot, // BULLET_SAM
&ClassDragon, // BULLET_TOW
&ClassFlame, // BULLET_FLAME
&ClassChem, // BULLET_CHEMSPRAY
&ClassNapalm, // BULLET_NAPALM
&ClassGrenade, // BULLET_GRENADE
&ClassLaser, // BULLET_LASER
&ClassNukeUp, // BULLET_NUKE_UP
&ClassNukeDown, // BULLET_NUKE_DOWN
&ClassHonestJohn, // BULLET_HONEST_JOHN
&ClassSpreadfire, // BULLET_SPREADFIRE
&ClassHeadButt, // BULLET_HEADBUTT
&ClassTRexBite, // BULLET_TREXBITE
#ifdef PETROGLYPH_EXAMPLE_MOD
&NukeLob, // BULLET_NUKE_LOB
#endif //PETROGLYPH_EXAMPLE_MOD
};
/***********************************************************************************************
* BulletTypeClass::BulletTypeClass -- Constructor for bullet type objects. *
* *
* This is basically a constructor for static type objects used by bullets. All bullets *
* are of a type constructed by this routine at game initialization time. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
BulletTypeClass::BulletTypeClass(
BulletType type,
char const *ininame,
bool is_high,
bool is_homing,
bool is_arcing,
bool is_dropping,
bool is_invisible,
bool is_proximity_armed,
bool is_flame_equipped,
bool is_fueled,
bool is_faceless,
bool is_inaccurate,
bool is_translucent,
bool is_antiaircraft,
int arming, int range, MPHType maxspeed, unsigned rot,
WarheadType warhead, AnimType explosion) :
ObjectTypeClass(true, false, false, true, false, false, true, true, TXT_NONE, ininame, ARMOR_NONE, 0)
{
Explosion = explosion;
IsHigh = is_high;
IsAntiAircraft = is_antiaircraft;
IsTranslucent = is_translucent;
IsArcing = is_arcing;
IsHoming = is_homing;
IsDropping = is_dropping;
IsInvisible = is_invisible;
IsProximityArmed = is_proximity_armed;
IsFlameEquipped = is_flame_equipped;
IsFueled = is_fueled;
IsFaceless = is_faceless;
IsInaccurate = is_inaccurate;
Type = type;
Warhead = warhead;
MaxSpeed = maxspeed;
ROT = rot;
Arming = arming;
Range = range;
}
/***********************************************************************************************
* BulletTypeClass::One_Time -- Performs the one time processing for bullets. *
* *
* This routine is used to perform any one time processing for the bullet type class. It *
* handles loading of the shape files. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine must be called before any rendering of bullets occurs and should *
* only be called once. *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
void BulletTypeClass::One_Time(void)
{
BulletType index;
/*
** Load the bullet shapes.
*/
for (index = BULLET_FIRST; index < BULLET_COUNT; index++) {
BulletTypeClass const & bullet = As_Reference(index);
char fullname[_MAX_FNAME+_MAX_EXT];
if (!bullet.IsInvisible) {
_makepath(fullname, NULL, NULL, bullet.IniName, ".SHP");
RawFileClass file(fullname);
if (file.Is_Available()) {
((void const *&)bullet.ImageData) = Load_Alloc_Data(file);
} else {
((void const *&)bullet.ImageData) = MixFileClass::Retrieve(fullname);
}
}
}
}