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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/Debris.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/Debris.cpp')
-rw-r--r-- | Stars45/Debris.cpp | 218 |
1 files changed, 0 insertions, 218 deletions
diff --git a/Stars45/Debris.cpp b/Stars45/Debris.cpp deleted file mode 100644 index 952c133..0000000 --- a/Stars45/Debris.cpp +++ /dev/null @@ -1,218 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Debris Sprite animation class -*/ - -#include "Debris.h" -#include "Shot.h" -#include "Explosion.h" -#include "Sim.h" -#include "StarSystem.h" -#include "Terrain.h" - -#include "Solid.h" -#include "Bitmap.h" -#include "DataLoader.h" -#include "Clock.h" -#include "Random.h" - -// +--------------------------------------------------------------------+ - -Debris::Debris(Model* model, const Vec3& pos, const Vec3& vel, double m) -: SimObject("Debris", SimObject::SIM_DEBRIS) -{ - MoveTo(pos); - - velocity = vel; - mass = (float) m; - integrity = mass * 10.0f; - life = 300; - - Solid* solid = new Solid; - - if (solid) { - solid->UseModel(model); - solid->MoveTo(pos); - - rep = solid; - - radius = solid->Radius(); - } - - Point torque = RandomVector(Mass()/2); - - if (Mass() < 10) - torque *= (rand() / 3200); - else if (Mass() > 10e3) - torque *= 0.25; - else if (Mass() > 10e6) - torque *= 0.005; - - ApplyTorque(torque); -} - -// +--------------------------------------------------------------------+ - -int -Debris::HitBy(Shot* shot, Point& impact) -{ - if (!shot->IsArmed()) return 0; - - const int HIT_NOTHING = 0; - const int HIT_HULL = 1; - - Point hull_impact; - int hit_type = HIT_NOTHING; - bool hit_hull = true; - Point shot_loc = shot->Location(); - Point delta = shot_loc - Location(); - double dlen = delta.length(); - double dscale = 1; - float scale = 1.0f; - Sim* sim = Sim::GetSim(); - - // MISSILE PROCESSING ------------------------------------------------ - - if (shot->IsMissile()) { - if (dlen < Radius()) { - hull_impact = impact = shot_loc; - sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.3f * scale, scale, region, this); - sim->CreateExplosion(impact, Point(), Explosion::SHOT_BLAST, 2.0f, scale, region); - hit_type = HIT_HULL; - } - } - - // ENERGY WEP PROCESSING --------------------------------------------- - - else { - - Solid* solid = (Solid*) rep; - - Point shot_loc = shot->Location(); - Point shot_vpn = shot_loc - shot->Origin(); - double shot_len = shot_vpn.Normalize(); - if (shot_len == 0) shot_len = 1000; - - // impact: - if (solid) { - if (solid->CheckRayIntersection(shot->Origin(), shot_vpn, shot_len, impact)) { - // trim beam shots to impact point: - if (shot->IsBeam()) - shot->SetBeamPoints(shot->Origin(), impact); - - hull_impact = impact; - - if (shot->IsBeam()) - sim->CreateExplosion(impact, Velocity(), Explosion::BEAM_FLASH, 0.30f * scale, scale, region, this); - else - sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region, this); - - Point burst_vel = hull_impact - Location(); - burst_vel.Normalize(); - burst_vel *= Radius() * 0.5; - burst_vel += Velocity(); - - sim->CreateExplosion(hull_impact, burst_vel, Explosion::HULL_BURST, 0.50f * scale, scale, region, this); - - hit_type = HIT_HULL; - hit_hull = true; - } - } - - else { - if (dlen < Radius()) { - hull_impact = impact = shot_loc; - - if (shot->IsBeam()) - sim->CreateExplosion(impact, Velocity(), Explosion::BEAM_FLASH, 0.30f * scale, scale, region, this); - else - sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region, this); - - hit_type = HIT_HULL; - } - } - } - - // DAMAGE RESOLUTION ------------------------------------------------- - - if (hit_type != HIT_NOTHING) { - double effective_damage = shot->Damage() * dscale; - - if (shot->IsBeam()) { - effective_damage *= Clock::GetInstance()->Delta(); - } - else { - ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); - } - - if (effective_damage > 0) - Physical::InflictDamage(effective_damage); - } - - return hit_type; -} - -// +--------------------------------------------------------------------+ - -void -Debris::ExecFrame(double seconds) -{ - if (GetRegion()->Type() == SimRegion::AIR_SPACE) { - if (AltitudeAGL() < Radius()) { - velocity = Point(); - arcade_velocity = Point(); - - Terrain* terrain = region->GetTerrain(); - - if (terrain) { - Point loc = Location(); - MoveTo(Point(loc.x, terrain->Height(loc.x, loc.z), loc.z)); - } - } - else { - if (mass > 100) { - Orbital* primary = GetRegion()->GetOrbitalRegion()->Primary(); - - const double GRAV = 6.673e-11; - double m0 = primary->Mass(); - double r = primary->Radius(); - - SetDrag(0.001); - SetGravity(6 * GRAV * m0 / (r*r)); // accentuate gravity - SetBaseDensity(1.0f); - } - - AeroFrame(seconds); - } - } - else { - Physical::ExecFrame(seconds); - } -} - -// +--------------------------------------------------------------------+ - -double -Debris::AltitudeAGL() const -{ - Point loc = Location(); - double altitude_agl = loc.y; - - Terrain* terrain = region->GetTerrain(); - - if (terrain) - altitude_agl -= terrain->Height(loc.x, loc.z); - - if (!_finite(altitude_agl)) - altitude_agl = 0; - - return altitude_agl; -}
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