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ballistics.cpp
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ballistics.cpp
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#include "ballistics.h"
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "avatar.h"
#include "calendar.h"
#include "creature.h"
#include "damage.h"
#include "debug.h"
#include "dispersion.h"
#include "enums.h"
#include "explosion.h"
#include "game.h"
#include "item.h"
#include "line.h"
#include "map.h"
#include "messages.h"
#include "monster.h"
#include "optional.h"
#include "options.h"
#include "point.h"
#include "projectile.h"
#include "rng.h"
#include "sounds.h"
#include "translations.h"
#include "trap.h"
#include "type_id.h"
#include "units.h"
#include "visitable.h"
#include "vpart_position.h"
static const efftype_id effect_bounced( "bounced" );
static const std::string flag_LIQUID( "LIQUID" );
static void drop_or_embed_projectile( const dealt_projectile_attack &attack )
{
const auto &proj = attack.proj;
const item &drop_item = proj.get_drop();
const auto &effects = proj.proj_effects;
if( drop_item.is_null() ) {
return;
}
const tripoint &pt = attack.end_point;
if( effects.count( "SHATTER_SELF" ) ) {
// Drop the contents, not the thrown item
if( g->u.sees( pt ) ) {
add_msg( _( "The %s shatters!" ), drop_item.tname() );
}
drop_item.visit_items( [&pt]( const item * it ) {
get_map().add_item_or_charges( pt, *it );
return VisitResponse::NEXT;
} );
// TODO: Non-glass breaking
// TODO: Wine glass breaking vs. entire sheet of glass breaking
sounds::sound( pt, 16, sounds::sound_t::combat, _( "glass breaking!" ), false, "bullet_hit",
"hit_glass" );
return;
}
if( effects.count( "BURST" ) ) {
// Drop the contents, not the thrown item
if( g->u.sees( pt ) ) {
add_msg( _( "The %s bursts!" ), drop_item.tname() );
}
// copies the drop item to spill the contents
item( drop_item ).spill_contents( pt );
// TODO: Sound
return;
}
// Copy the item
item dropped_item = drop_item;
monster *mon = dynamic_cast<monster *>( attack.hit_critter );
// We can only embed in monsters
bool mon_there = mon != nullptr && !mon->is_dead_state();
// And if we actually want to embed
bool embed = mon_there && effects.count( "NO_EMBED" ) == 0 && effects.count( "TANGLE" ) == 0;
// Don't embed in small creatures
if( embed ) {
const creature_size critter_size = mon->get_size();
const units::volume vol = dropped_item.volume();
embed = embed && ( critter_size > creature_size::tiny || vol < 250_ml );
embed = embed && ( critter_size > creature_size::small || vol < 500_ml );
// And if we deal enough damage
// Item volume bumps up the required damage too
embed = embed &&
( attack.dealt_dam.type_damage( DT_CUT ) / 2 ) +
attack.dealt_dam.type_damage( DT_STAB ) >
attack.dealt_dam.type_damage( DT_BASH ) +
vol * 3 / 250_ml + rng( 0, 5 );
}
if( embed ) {
mon->add_item( dropped_item );
if( g->u.sees( *mon ) ) {
add_msg( _( "The %1$s embeds in %2$s!" ), dropped_item.tname(), mon->disp_name() );
}
} else {
bool do_drop = true;
// monsters that are able to be tied up will store the item another way
// see monexamine.cpp tie_or_untie()
// if they aren't friendly they will try and break out of the net/bolas/lasso
// players and NPCs just get the downed effect, and item is dropped.
// TODO: storing the item on player until they recover from downed
if( effects.count( "TANGLE" ) && mon_there ) {
do_drop = false;
}
if( effects.count( "ACT_ON_RANGED_HIT" ) ) {
// Don't drop if it exploded
do_drop = !dropped_item.process( nullptr, attack.end_point, true );
}
map &here = get_map();
if( do_drop ) {
here.add_item_or_charges( attack.end_point, dropped_item );
}
if( effects.count( "HEAVY_HIT" ) ) {
if( here.has_flag( flag_LIQUID, pt ) ) {
sounds::sound( pt, 10, sounds::sound_t::combat, _( "splash!" ), false, "bullet_hit", "hit_water" );
} else {
sounds::sound( pt, 8, sounds::sound_t::combat, _( "thud." ), false, "bullet_hit", "hit_wall" );
}
const trap &tr = here.tr_at( pt );
if( tr.triggered_by_item( dropped_item ) ) {
tr.trigger( pt, nullptr, &dropped_item );
}
}
}
}
static size_t blood_trail_len( int damage )
{
if( damage > 50 ) {
return 3;
} else if( damage > 20 ) {
return 2;
} else if( damage > 0 ) {
return 1;
}
return 0;
}
projectile_attack_aim projectile_attack_roll( const dispersion_sources &dispersion, double range,
double target_size )
{
projectile_attack_aim aim;
// dispersion is a measure of the dispersion of shots due to the gun + shooter characteristics
// i.e. it is independent of any particular shot
// shot_dispersion is the actual dispersion for this particular shot, i.e.
// the error angle between where the shot was aimed and where this one actually went
// NB: some cases pass dispersion == 0 for a "never misses" shot e.g. bio_magnet,
aim.dispersion = dispersion.roll();
// an isosceles triangle is formed by the intended and actual target tiles
aim.missed_by_tiles = iso_tangent( range, aim.dispersion );
// fraction we missed a monster target by (0.0 = perfect hit, 1.0 = miss)
if( target_size > 0.0 ) {
aim.missed_by = std::min( 1.0, aim.missed_by_tiles / target_size );
} else {
// Special case 0 size targets, just to be safe from 0.0/0.0 NaNs
aim.missed_by = 1.0;
}
return aim;
}
dealt_projectile_attack projectile_attack( const projectile &proj_arg, const tripoint &source,
const tripoint &target_arg, const dispersion_sources &dispersion,
Creature *origin, const vehicle *in_veh )
{
const bool do_animation = get_option<bool>( "ANIMATION_PROJECTILES" );
double range = rl_dist( source, target_arg );
Creature *target_critter = g->critter_at( target_arg );
map &here = get_map();
double target_size = target_critter != nullptr ?
target_critter->ranged_target_size() :
here.ranged_target_size( target_arg );
projectile_attack_aim aim = projectile_attack_roll( dispersion, range, target_size );
// TODO: move to-hit roll back in here
dealt_projectile_attack attack {
proj_arg, nullptr, dealt_damage_instance(), source, aim.missed_by
};
// No suicidal shots
if( source == target_arg ) {
debugmsg( "Projectile_attack targeted own square." );
return attack;
}
projectile &proj = attack.proj;
const auto &proj_effects = proj.proj_effects;
const bool stream = proj_effects.count( "STREAM" ) > 0 ||
proj_effects.count( "STREAM_BIG" ) > 0 ||
proj_effects.count( "JET" ) > 0;
const char bullet = stream ? '#' : '*';
const bool no_item_damage = proj_effects.count( "NO_ITEM_DAMAGE" ) > 0;
const bool do_draw_line = proj_effects.count( "DRAW_AS_LINE" ) > 0;
const bool null_source = proj_effects.count( "NULL_SOURCE" ) > 0;
// Determines whether it can penetrate obstacles
const bool is_bullet = proj_arg.speed >= 200 && !proj_effects.count( "NO_PENETRATE_OBSTACLES" );
// If we were targetting a tile rather than a monster, don't overshoot
// Unless the target was a wall, then we are aiming high enough to overshoot
const bool no_overshoot = proj_effects.count( "NO_OVERSHOOT" ) ||
( g->critter_at( target_arg ) == nullptr && here.passable( target_arg ) );
double extend_to_range = no_overshoot ? range : proj_arg.range;
tripoint target = target_arg;
std::vector<tripoint> trajectory;
if( aim.missed_by_tiles >= 1.0 ) {
// We missed enough to target a different tile
double dx = target_arg.x - source.x;
double dy = target_arg.y - source.y;
double rad = atan2( dy, dx );
// cap wild misses at +/- 30 degrees
rad += ( one_in( 2 ) ? 1 : -1 ) * std::min( ARCMIN( aim.dispersion ), DEGREES( 30 ) );
// TODO: This should also represent the miss on z axis
const int offset = std::min<int>( range, std::sqrt( aim.missed_by_tiles ) );
int new_range = no_overshoot ?
range + rng( -offset, offset ) :
rng( range - offset, proj_arg.range );
new_range = std::max( new_range, 1 );
target.x = source.x + roll_remainder( new_range * std::cos( rad ) );
target.y = source.y + roll_remainder( new_range * std::sin( rad ) );
if( target == source ) {
target.x = source.x + sgn( dx );
target.y = source.y + sgn( dy );
}
// Don't extend range further, miss here can mean hitting the ground near the target
range = rl_dist( source, target );
extend_to_range = range;
sfx::play_variant_sound( "bullet_hit", "hit_wall", sfx::get_heard_volume( target ),
sfx::get_heard_angle( target ) );
// TODO: Z dispersion
// If we missed, just draw a straight line.
trajectory = line_to( source, target );
} else {
// Go around obstacles a little if we're on target.
trajectory = here.find_clear_path( source, target );
}
add_msg( m_debug, "missed_by_tiles: %.2f; missed_by: %.2f; target (orig/hit): %d,%d,%d/%d,%d,%d",
aim.missed_by_tiles, aim.missed_by,
target_arg.x, target_arg.y, target_arg.z,
target.x, target.y, target.z );
// Trace the trajectory, doing damage in order
tripoint &tp = attack.end_point;
tripoint prev_point = source;
// Add the first point to the trajectory
trajectory.insert( trajectory.begin(), source );
static emit_id muzzle_smoke( "emit_smaller_smoke_plume" );
if( proj_effects.count( "MUZZLE_SMOKE" ) ) {
here.emit_field( trajectory.front(), muzzle_smoke );
}
if( !no_overshoot && range < extend_to_range ) {
// Continue line is very "stiff" when the original range is short
// TODO: Make it use a more distant point for more realistic extended lines
std::vector<tripoint> trajectory_extension = continue_line( trajectory,
extend_to_range - range );
trajectory.reserve( trajectory.size() + trajectory_extension.size() );
trajectory.insert( trajectory.end(), trajectory_extension.begin(), trajectory_extension.end() );
}
// Range can be 0
size_t traj_len = trajectory.size();
while( traj_len > 0 && rl_dist( source, trajectory[traj_len - 1] ) > proj_arg.range ) {
--traj_len;
}
const float projectile_skip_multiplier = 0.1;
// Randomize the skip so that bursts look nicer
int projectile_skip_calculation = range * projectile_skip_multiplier;
int projectile_skip_current_frame = rng( 0, projectile_skip_calculation );
bool has_momentum = true;
for( size_t i = 1; i < traj_len && ( has_momentum || stream ); ++i ) {
prev_point = tp;
tp = trajectory[i];
if( ( tp.z > prev_point.z && here.has_floor( tp ) ) ||
( tp.z < prev_point.z && here.has_floor( prev_point ) ) ) {
// Currently strictly no shooting through floor
// TODO: Bash the floor
tp = prev_point;
traj_len = --i;
break;
}
// Drawing the bullet uses player g->u, and not player p, because it's drawn
// relative to YOUR position, which may not be the gunman's position.
if( do_animation && !do_draw_line ) {
// TODO: Make this draw thrown item/launched grenade/arrow
if( projectile_skip_current_frame >= projectile_skip_calculation ) {
g->draw_bullet( tp, static_cast<int>( i ), trajectory, bullet );
projectile_skip_current_frame = 0;
// If we missed recalculate the skip factor so they spread out.
projectile_skip_calculation =
std::max( static_cast<size_t>( range ), i ) * projectile_skip_multiplier;
} else {
projectile_skip_current_frame++;
}
}
if( in_veh != nullptr ) {
const optional_vpart_position other = here.veh_at( tp );
if( in_veh == veh_pointer_or_null( other ) && other->is_inside() ) {
// Turret is on the roof and can't hit anything inside
continue;
}
}
Creature *critter = g->critter_at( tp );
if( origin == critter ) {
// No hitting self with "weird" attacks.
critter = nullptr;
}
monster *mon = dynamic_cast<monster *>( critter );
// ignore non-point-blank digging targets (since they are underground)
if( mon != nullptr && mon->digging() &&
rl_dist( source, tp ) > 1 ) {
critter = nullptr;
mon = nullptr;
}
// Reset hit critter from the last iteration
attack.hit_critter = nullptr;
// If we shot us a monster...
// TODO: add size effects to accuracy
// If there's a monster in the path of our bullet, and either our aim was true,
// OR it's not the monster we were aiming at and we were lucky enough to hit it
double cur_missed_by = aim.missed_by;
// unintentional hit on something other than our actual target
// don't re-roll for the actual target, we already decided on a missed_by value for that
// at the start, misses should stay as misses
if( critter != nullptr && tp != target_arg ) {
// Unintentional hit
cur_missed_by = std::max( rng_float( 0.1, 1.5 - aim.missed_by ) /
critter->ranged_target_size(), 0.4 );
}
if( critter != nullptr && cur_missed_by < 1.0 ) {
if( in_veh != nullptr && veh_pointer_or_null( here.veh_at( tp ) ) == in_veh &&
critter->is_player() ) {
// Turret either was aimed by the player (who is now ducking) and shoots from above
// Or was just IFFing, giving lots of warnings and time to get out of the line of fire
continue;
}
attack.missed_by = cur_missed_by;
critter->deal_projectile_attack( null_source ? nullptr : origin, attack );
// Critter can still dodge the projectile
// In this case hit_critter won't be set
if( attack.hit_critter != nullptr ) {
const size_t bt_len = blood_trail_len( attack.dealt_dam.total_damage() );
if( bt_len > 0 ) {
const tripoint &dest = move_along_line( tp, trajectory, bt_len );
here.add_splatter_trail( critter->bloodType(), tp, dest );
}
sfx::do_projectile_hit( *attack.hit_critter );
has_momentum = false;
} else {
attack.missed_by = aim.missed_by;
}
} else if( in_veh != nullptr && veh_pointer_or_null( here.veh_at( tp ) ) == in_veh ) {
// Don't do anything, especially don't call map::shoot as this would damage the vehicle
} else {
here.shoot( tp, proj, !no_item_damage && tp == target );
has_momentum = proj.impact.total_damage() > 0;
}
if( ( !has_momentum || !is_bullet ) && here.impassable( tp ) ) {
// Don't let flamethrowers go through walls
// TODO: Let them go through bars
traj_len = i;
break;
}
}
// Done with the trajectory!
if( do_animation && do_draw_line && traj_len > 2 ) {
trajectory.erase( trajectory.begin() );
trajectory.resize( traj_len-- );
g->draw_line( tp, trajectory );
g->draw_bullet( tp, static_cast<int>( traj_len-- ), trajectory, bullet );
}
if( here.impassable( tp ) ) {
tp = prev_point;
}
drop_or_embed_projectile( attack );
apply_ammo_effects( tp, proj.proj_effects );
const auto &expl = proj.get_custom_explosion();
if( expl.power > 0.0f ) {
explosion_handler::explosion( tp, proj.get_custom_explosion() );
}
// TODO: Move this outside now that we have hit point in return values?
if( proj.proj_effects.count( "BOUNCE" ) ) {
// Add effect so the shooter is not targeted itself.
if( origin && !origin->has_effect( effect_bounced ) ) {
origin->add_effect( effect_bounced, 1_turns );
}
Creature *mon_ptr = g->get_creature_if( [&]( const Creature & z ) {
// search for creatures in radius 4 around impact site
if( rl_dist( z.pos(), tp ) <= 4 &&
here.sees( z.pos(), tp, -1 ) ) {
// don't hit targets that have already been hit
if( !z.has_effect( effect_bounced ) ) {
return true;
}
}
return false;
} );
if( mon_ptr ) {
Creature &z = *mon_ptr;
add_msg( _( "The attack bounced to %s!" ), z.get_name() );
z.add_effect( effect_bounced, 1_turns );
projectile_attack( proj, tp, z.pos(), dispersion, origin, in_veh );
sfx::play_variant_sound( "fire_gun", "bio_lightning_tail",
sfx::get_heard_volume( z.pos() ), sfx::get_heard_angle( z.pos() ) );
}
}
return attack;
}