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/*  Starshatter OpenSource Distribution
    Copyright (c) 1997-2004, Destroyer Studios LLC.
    All Rights Reserved.

    Redistribution and use in source and binary forms, with or without
    modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright notice,
      this list of conditions and the following disclaimer in the documentation
      and/or other materials provided with the distribution.
    * Neither the name "Destroyer Studios" nor the names of its contributors
      may be used to endorse or promote products derived from this software
      without specific prior written permission.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    POSSIBILITY OF SUCH DAMAGE.

    SUBSYSTEM:    Stars.exe
    FILE:         Drone.cpp
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Laser and Missile class
*/

#include "MemDebug.h"
#include "Drone.h"
#include "Weapon.h"
#include "Ship.h"
#include "Sim.h"
#include "Explosion.h"

#include "Game.h"
#include "Bolt.h"
#include "Sprite.h"
#include "Solid.h"
#include "Light.h"
#include "Bitmap.h"
#include "DataLoader.h"
#include "Sound.h"

// +--------------------------------------------------------------------+

Drone::Drone(const Point& pos, const Camera& shot_cam, WeaponDesign* dsn, const Ship* ship)
    : Shot(pos, shot_cam, dsn, ship),
      decoy_type(0), iff_code(0)
{
    obj_type       = SimObject::SIM_DRONE;

    if (dsn) {
        decoy_type  = dsn->decoy_type;
        probe       = dsn->probe;
        integrity   = dsn->integrity;
        sprintf_s(name, "Drone %04d", Identity());
    }
}

// +--------------------------------------------------------------------+

Drone::~Drone()
{
}

// +--------------------------------------------------------------------+

void
Drone::SeekTarget(SimObject* target, System* sub)
{
    if (!probe)
    Shot::SeekTarget(target, sub);
}

// +--------------------------------------------------------------------+

void
Drone::ExecFrame(double seconds)
{
    Shot::ExecFrame(seconds);
}

// +--------------------------------------------------------------------+

void
Drone::Disarm()
{
    Shot::Disarm();
}

// +--------------------------------------------------------------------+

void
Drone::Destroy()
{
    Shot::Destroy();
}

// +--------------------------------------------------------------------+

double
Drone::PCS() const
{
    if (decoy_type == 0 && !probe)
    return 10e3;

    return 0;
}

double
Drone::ACS() const
{
    if (decoy_type == 0 && !probe)
    return 1e3;

    return 0;
}

// +--------------------------------------------------------------------+

const char*
Drone::ClassName() const
{
    return Ship::ClassName(decoy_type);
}

int
Drone::Class() const
{
    return decoy_type;
}

// +--------------------------------------------------------------------+

int
Drone::HitBy(Shot* shot, Point& impact)
{
    if (life == 0 || !shot->IsArmed()) return 0;

    const int HIT_NOTHING   = 0;
    const int HIT_HULL      = 1;

    Point    hull_impact;
    int      hit_type = HIT_NOTHING;
    Point    shot_loc = shot->Location();
    Point    shot_org = shot->Origin();
    Point    delta    = shot_loc - Location();
    double   dlen     = delta.length();
    double   dscale   = 1;
    float    scale    = design->explosion_scale;
    Sim*     sim      = Sim::GetSim();

    if (scale <= 0)
    scale = design->scale;

    // MISSILE PROCESSING ------------------------------------------------

    if (shot->IsMissile()) {
        if (dlen < 10 * Radius()) {
            hull_impact = impact = shot_loc;
            sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH,   0.3f * scale, scale, region);
            sim->CreateExplosion(impact, Point(),    Explosion::SHOT_BLAST,   2.0f,         scale, region);
            hit_type = HIT_HULL;
        }
    }

    // ENERGY WEP PROCESSING ---------------------------------------------

    else {
        if (shot->IsBeam()) {
            // check right angle spherical distance:
            Point  d0   = Location() - shot_org;
            Point  w    = shot_loc   - shot_org; w.Normalize();
            Point  test = shot_org + w * (d0 * w);
            Point  d1   = test - Location();
            double dlen = d1.length();          // distance of point from line

            if (dlen < 2*Radius()) {
                hull_impact = impact = test;
                shot->SetBeamPoints(shot_org, impact);
                sim->CreateExplosion(impact, Velocity(), Explosion::BEAM_FLASH, 0.30f * scale, scale, region);
                hit_type = HIT_HULL;
            }
        }
        else if (dlen < 2*Radius()) {
            hull_impact = impact = shot_loc;
            sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region);
            hit_type = HIT_HULL;
        }
    }

    // DAMAGE RESOLUTION -------------------------------------------------

    if (hit_type != HIT_NOTHING) {
        double effective_damage = shot->Damage() * dscale;

        if (shot->IsBeam()) {
            effective_damage *= Game::FrameTime();
        }
        else {
            ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f);
        }

        if (effective_damage > 0)
        Physical::InflictDamage(effective_damage);
    }

    return hit_type;
}