795 lines
37 KiB
C++
795 lines
37 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\bullet.cpv 2.18 16 Oct 1995 16:50:00 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : BULLET.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 23, 1994 *
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* *
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* Last Update : March 18, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* BulletClass::AI -- Logic processing for bullet. *
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* BulletClass::As_Target -- Converts the bullet into a target value. *
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* BulletClass::BulletClass -- Bullet constructor. *
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* BulletClass::BulletClass -- Default constructor for bullet objects. *
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* BulletClass::Detach -- Removes specified target from this bullet's targeting system. *
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* BulletClass::Draw_It -- Displays the bullet at location specified. *
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* BulletClass::Init -- Clears the bullets array for scenario preparation. *
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* BulletClass::Mark -- Performs related map refreshing under bullet. *
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* BulletClass::Occupy_List -- Determines the bullet occupation list. *
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* BulletClass::Unlimbo -- Transitions a bullet object into the game render/logic system. *
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* BulletClass::delete -- Bullet memory delete. *
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* BulletClass::new -- Allocates memory for bullet object. *
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* BulletClass::Validate -- validates bullet pointer *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#define GRAVITY 3
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/*
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** This contains the value of the Virtual Function Table Pointer
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*/
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void * BulletClass::VTable;
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/***********************************************************************************************
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* BulletClass::Validate -- validates bullet pointer *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 1 = ok, 0 = error *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 08/09/1995 BRR : Created. *
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*=============================================================================================*/
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#ifdef CHEAT_KEYS
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int BulletClass::Validate(void) const
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{
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int num;
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num = Bullets.ID(this);
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if (num < 0 || num >= BULLET_MAX) {
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Validate_Error("BULLET");
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return (0);
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}
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else
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return (1);
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}
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#else
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#define Validate()
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#endif
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/***********************************************************************************************
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* BulletClass::BulletClass -- Default constructor for bullet objects. *
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* *
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* This is the default constructor for bullet objects. A bullet constructed by this routine *
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* is not in a usable state for game purposes. It must be constructed by the full *
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* (parameterized) constructor -- usually called as part of the overloaded "new" operator. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: Do not use bullets that were constructed solely by this routine. *
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* *
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* HISTORY: *
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* 09/24/1994 JLB : Created. *
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*=============================================================================================*/
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BulletClass::BulletClass(void) :
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Class(0)
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{
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Payback = NULL;
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IsToAnimate = false;
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Altitude = 0;
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Riser = 0;
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TarCom = TARGET_NONE;
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Strength = 0;
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IsLocked = true;
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IsInaccurate = false;
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}
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/***********************************************************************************************
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* BulletClass::new -- Allocates memory for bullet object. *
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* *
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* This function will "allocate" a block of memory for a bullet object. *
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* This memory block is merely lifted from a fixed pool of blocks. *
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* *
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* INPUT: size -- The size of the memory block needed. *
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* *
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* OUTPUT: Returns with a pointer to an available bullet object block. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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void * BulletClass::operator new(size_t )
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{
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void * ptr = Bullets.Allocate();
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if (ptr) {
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((BulletClass *)ptr)->Set_Active();
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}
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return(ptr);
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}
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/***********************************************************************************************
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* BulletClass::delete -- Bullet memory delete. *
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* *
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* Since bullets memory is merely "allocated" out of a pool, it never *
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* actually gets deleted. *
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* *
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* INPUT: ptr -- Generic pointer to bullet object. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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void BulletClass::operator delete(void *ptr)
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{
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if (ptr) {
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((BulletClass *)ptr)->IsActive = false;
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}
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Bullets.Free((BulletClass *)ptr);
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}
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/***********************************************************************************************
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* BulletClass::BulletClass -- Bullet constructor. *
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* *
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* This is the constructor for the bullet class. It handles all *
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* initialization of the bullet and starting it in motion toward its *
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* target. *
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* *
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* INPUT: id -- The type of bullet this is (could be missile). *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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* 06/20/1994 JLB : Firer is a base class pointer. *
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* 12/10/1994 JLB : Auto calculate range optional. *
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* 12/12/1994 JLB : Handles small arms as an instantaneous effect. *
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* 12/23/1994 JLB : Fixed scatter algorithm for non-homing projectiles. *
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* 12/31/1994 JLB : Removed range parameter (not needed). *
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*=============================================================================================*/
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BulletClass::BulletClass(BulletType id) :
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Class(&BulletTypeClass::As_Reference(id))
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{
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Altitude = 0;
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IsInaccurate = false;
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IsLocked = true;
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// IsLocked = false;
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IsToAnimate = false;
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Payback = 0;
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Riser = 0;
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Strength = Class->MaxStrength;
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TarCom = TARGET_NONE;
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}
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/***********************************************************************************************
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* BulletClass::Occupy_List -- Determines the bullet occupation list. *
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* *
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* This function will determine the cell occupation list and return a pointer to it. Most *
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* bullets are small and the list is usually short, but on occasion, it can be a list that *
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* rivals the size of regular vehicles. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to the cell offset list that covers all the cells a bullet *
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* is over. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/20/1994 JLB : Created. *
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* 01/05/1995 JLB : Handles projectiles with altitude. *
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*=============================================================================================*/
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short const *BulletClass::Occupy_List(void) const
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{
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Validate();
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switch (*this) {
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case BULLET_FLAME:
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return(Coord_Spillage_List(Coord, 25));
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case BULLET_NUKE_UP:
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case BULLET_NUKE_DOWN:
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return(Coord_Spillage_List(Coord, 48));
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default:
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if (Altitude) {
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static CELL _list[10];
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const short * ptr = Coord_Spillage_List(Coord, 5);
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int index = 0;
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CELL cell1 = Coord_Cell(Coord);
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while (ptr[index] != REFRESH_EOL) {
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_list[index] = ptr[index];
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index++;
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}
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COORDINATE coord = XY_Coord(0, Altitude);
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coord = Coord_Sub(Coord, coord);
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CELL cell2 = Coord_Cell(coord);
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ptr = Coord_Spillage_List(coord, 5);
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while (*ptr != REFRESH_EOL) {
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_list[index++] = (*ptr++) + (cell2 - cell1);
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}
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_list[index] = REFRESH_EOL;
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return(_list);
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}
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}
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return(Coord_Spillage_List(Coord, 10));
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}
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/***********************************************************************************************
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* BulletClass::Mark -- Performs related map refreshing under bullet. *
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* *
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* This routine marks the objects under the bullet so that they will *
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* be redrawn. This is necessary as the bullet moves -- objects under *
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* its path need to be restored. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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bool BulletClass::Mark(MarkType mark)
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{
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Validate();
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if (ObjectClass::Mark(mark)) {
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if (!Class->IsInvisible) {
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Map.Refresh_Cells(Coord_Cell(Coord), Occupy_List());
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}
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* BulletClass::AI -- Logic processing for bullet. *
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* *
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* This routine will perform all logic (flight) logic on the bullet. *
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* Primarily this is motion, fuse tracking, and detonation logic. Call *
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* this routine no more than once per bullet per game tick. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 JLB : Created. *
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*=============================================================================================*/
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void BulletClass::AI(void)
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{
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Validate();
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COORDINATE coord;
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ObjectClass::AI();
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/*
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** Balistic objects are handled here.
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*/
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bool forced = false; // Forced explosion.
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if (Class->IsArcing) {
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Altitude += Riser;
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if (Altitude <= 0) {
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forced = true;
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}
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if (Riser > -100) {
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Riser -= GRAVITY;
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}
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}
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if (Class->IsDropping) {
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Altitude += Riser;
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if (Altitude <= 0) {
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forced = true;
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}
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if (Riser > -100) {
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Riser -= 1;
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}
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}
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/*
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** Homing projectiles constantly change facing to face toward the target but
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** they only do so every other game frame (improves game speed and makes
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** missiles not so deadly).
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*/
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if ((Frame & 0x01) && Class->IsHoming && Target_Legal(TarCom)) {
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PrimaryFacing.Set_Desired(Direction256(Coord, ::As_Coord(TarCom)));
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}
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/*
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** Move the projectile forward according to its speed
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** and direction.
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*/
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coord = Coord;
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if (Class->IsFlameEquipped) {
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if (IsToAnimate) {
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new AnimClass(ANIM_SMOKE_PUFF, coord, 1);
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}
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IsToAnimate = !IsToAnimate;
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}
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/*
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** Handle any body rotation at this time. This process must
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** occur every game fame in order to achieve smooth rotation.
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*/
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if (PrimaryFacing.Is_Rotating()) {
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PrimaryFacing.Rotation_Adjust(Class->ROT);
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}
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switch (Physics(coord, PrimaryFacing)) {
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/*
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** When a projectile reaches the edge of the world, it
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** vanishes from existence -- presumed to explode off
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** map.
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*/
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case IMPACT_EDGE:
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// if (IsLocked) {
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Mark();
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Delete_This();
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// }
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break;
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default:
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case IMPACT_NONE:
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/*
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** The projectile has moved. Check its fuse. If detonation
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** is signaled, then do so. Otherwise, just move.
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*/
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case IMPACT_NORMAL:
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Mark();
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// IsLocked = true;
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if (!Class->IsHigh) {
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CellClass * cellptr = &Map[Coord_Cell(coord)];
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if (cellptr->Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(cellptr->Overlay).IsHigh) {
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forced = true;
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Coord = coord = Cell_Coord(Coord_Cell(coord));
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}
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}
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/*
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** Bullets are generaly more effective when they are fired at aircraft.
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*/
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if (Class->IsAntiAircraft && As_Aircraft(TarCom) && Distance(TarCom) < 0x0080) {
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forced = true;
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if (*this == BULLET_TOW) {
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Strength += Strength/3;
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} else {
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Strength += Strength/2;
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}
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}
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if (!forced && (Class->IsDropping || !Fuse_Checkup(coord))) {
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Coord = coord;
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Mark();
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/*
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** Certain projectiles loose strength when they travel.
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*/
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if (*this == BULLET_BULLET) {
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if (Strength > 5) Strength--;
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}
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} else {
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/*
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** When the target is reached, explode and do the damage
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** required of it. For homing objects, don't force the explosion to
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** match the target position. Non-homing projectiles adjust position so
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** that they hit the target. This compensates for the error in line of
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** flight logic.
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*/
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Mark();
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if (!forced && !Class->IsArcing && !Class->IsHoming && Fuse_Target()) {
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Coord = Fuse_Target();
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}
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/*
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** Non-aircraft targets apply damage to the ground.
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*/
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if (!Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->In_Which_Layer() == LAYER_GROUND) {
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Explosion_Damage(Coord, Strength, Payback, Class->Warhead);
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} else {
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/*
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** Special damage apply for SAM missiles. This is the only way that missile
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** damage affects the aircraft target.
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*/
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if (Distance(TarCom) < 0x0080) {
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AircraftClass * object = As_Aircraft(TarCom);
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int str = Strength;
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if (object) object->Take_Damage(str, 0, Class->Warhead, Payback);
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}
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}
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/*
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** For projectiles that are invisible while travelling toward the target,
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** allow scatter effect for the impact animation.
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*/
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if (Class->IsInvisible) {
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Coord = Coord_Scatter(Coord, 0x0020);
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}
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if (Class->Explosion != ANIM_NONE) {
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AnimClass * newanim = new AnimClass(Class->Explosion, Coord);
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if (newanim) {
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newanim->Sort_Above(TarCom);
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}
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// MBL 05.20.2020
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// Fix for Nuke or Atom Bomb killing structures and units during animation sequence and not getting kills tracked
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// Per https://jaas.ea.com/browse/TDRA-6610
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//
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if (newanim && Class->Explosion == ANIM_ATOM_BLAST && newanim->OwnerHouse == HOUSE_NONE) {
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if (Payback && Payback->House && Payback->House->Class) {
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newanim->OwnerHouse = Payback->House->Class->House;
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}
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}
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}
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Delete_This();
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return;
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}
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break;
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}
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}
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|
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/***********************************************************************************************
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* BulletClass::Draw_It -- Displays the bullet at location specified. *
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* *
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* This routine displays the bullet visual at the location specified. *
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* *
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* INPUT: x,y -- The center coordinate to render the bullet at. *
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* *
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* window -- The window to clip to. *
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* *
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* OUTPUT: none *
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* *
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|
* WARNINGS: none *
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* *
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|
* HISTORY: *
|
|
* 06/20/1994 JLB : Created. *
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* 06/27/1994 JLB : Takes a window clipping parameter. *
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* 01/08/1995 JLB : Handles translucent colors if necessary. *
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|
*=============================================================================================*/
|
|
void BulletClass::Draw_It(int x, int y, WindowNumberType window)
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{
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Validate();
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int facing = Facing_To_32(PrimaryFacing);
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|
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/*
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** Certain projectiles aren't visible. This includes small bullets (which are actually
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** invisible) and flame thrower flames (which are rendered as an animation instead of a projectile).
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*/
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if (Class->IsInvisible) return;
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|
|
/*
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|
** If there is no shape loaded for this object, then
|
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** it obviously can't be rendered -- just bail.
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|
*/
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|
void const * shapeptr = Class->Get_Image_Data();
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if (!shapeptr) return;
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|
|
/*
|
|
** Get the basic shape number for this projectile.
|
|
*/
|
|
int shapenum = 0;
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if (!Class->IsFaceless) {
|
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shapenum = UnitClass::BodyShape[facing];
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}
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|
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/*
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|
** For tumbling projectiles, fetch offset stage.
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|
*/
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if (*this == BULLET_NAPALM) {
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shapenum += Frame % 6;
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}
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|
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if (*this == BULLET_GRENADE) {
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shapenum += Frame % 8;
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// Timer++;
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}
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|
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/*
|
|
** For flying projectiles, draw the shadow and adjust the actual projectile body
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** render position.
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|
*/
|
|
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)));
|
|
} |