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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/ShipKiller.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/ShipKiller.cpp')
-rw-r--r--Stars45/ShipKiller.cpp261
1 files changed, 0 insertions, 261 deletions
diff --git a/Stars45/ShipKiller.cpp b/Stars45/ShipKiller.cpp
deleted file mode 100644
index f071115..0000000
--- a/Stars45/ShipKiller.cpp
+++ /dev/null
@@ -1,261 +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
- ========
- ShipKiller class implementation
-*/
-
-#include "ShipKiller.h"
-#include "Sim.h"
-#include "Ship.h"
-#include "ShipDesign.h"
-#include "System.h"
-#include "Weapon.h"
-#include "Shot.h"
-#include "Explosion.h"
-#include "Debris.h"
-#include "HUDSounds.h"
-
-#include "Solid.h"
-#include "Random.h"
-
-// +----------------------------------------------------------------------+
-
-ShipKiller::ShipKiller(Ship* s)
-: ship(s), DEATH_CAM_LINGER(5.0f), time(0.0f), exp_time(0.0f), exp_index(0)
-{
-}
-
-ShipKiller::~ShipKiller()
-{
-}
-
-// +----------------------------------------------------------------------+
-
-inline int random_index()
-{
- return (int) (rand()/3277);
-}
-
-// +----------------------------------------------------------------------+
-
-void
-ShipKiller::BeginDeathSpiral()
-{
- if (!ship) return;
-
- // shut down all ship systems:
- ListIter<System> iter = ship->Systems();
- while (++iter) {
- iter->PowerOff();
- iter->SetPowerLevel(0);
-
- if (iter->Type() == System::WEAPON) {
- Weapon* gun = (Weapon*) iter.value();
-
- for (int i = 0; i < Weapon::MAX_BARRELS; i++) {
- Shot* beam = gun->GetBeam(i);
- if (beam)
- beam->Destroy();
- }
- }
- }
-
- if (ship->GetShieldRep())
- ship->GetShieldRep()->Hide();
-
- Sim* sim = Sim::GetSim();
- const ShipDesign* design = ship->Design();
-
- float time_to_go = design->death_spiral_time;
- time = DEATH_CAM_LINGER + time_to_go;
- loc = ship->Location() + ship->Velocity() * (time_to_go-1.0f);
-
- if (rand() < 16000)
- loc += ship->BeamLine() * -3 * ship->Radius();
- else
- loc += ship->BeamLine() * 3 * ship->Radius();
-
- if (rand() < 8000)
- loc += ship->LiftLine() * -1 * ship->Radius();
- else
- loc += ship->LiftLine() * 2 * ship->Radius();
-
- // stop on crash:
- if (ship->IsGroundUnit() || (ship->IsAirborne() && ship->AltitudeAGL() < ship->Radius()*2)) {
- time = DEATH_CAM_LINGER;
- loc = ship->Location() + Point(6*ship->Radius(), 7*ship->Radius(), 8*ship->Radius());
- ship->SetVelocity(Point(0,0,0));
- }
- // else, slow tumble:
- else {
- Point torque = RandomVector(ship->Mass()/7);
- ship->ApplyTorque(torque);
-
- for (int i = 0; i < 5; i++) {
- exp_index = random_index() % ShipDesign::MAX_EXPLOSIONS;
- if (design->explosion[exp_index].type > 0 && !design->explosion[exp_index].final)
- break;
- }
-
- float exp_scale = design->explosion_scale;
- if (exp_scale <= 0)
- exp_scale = design->scale;
-
- exp_time = design->explosion[exp_index].time;
-
- if (design->explosion[exp_index].type > 0) {
- Point exp_loc = ship->Location() + (design->explosion[exp_index].loc * ship->Cam().Orientation());
- sim->CreateExplosion(exp_loc,
- ship->Velocity(),
- design->explosion[exp_index].type,
- (float) ship->Radius(),
- exp_scale,
- ship->GetRegion(),
- ship);
- }
- }
-
- ship->SetControls(0);
- ship->SetupAgility();
-}
-
-// +----------------------------------------------------------------------+
-
-void
-ShipKiller::ExecFrame(double seconds)
-{
- Sim* sim = Sim::GetSim();
- const ShipDesign* design = ship->Design();
-
- time -= (float) seconds;
- exp_time -= (float) seconds;
-
- float exp_scale = design->explosion_scale;
- if (exp_scale <= 0)
- exp_scale = design->scale;
-
- if (exp_time < 0) {
- exp_index++;
- if (exp_index >= ShipDesign::MAX_EXPLOSIONS || design->explosion[exp_index].final)
- exp_index = 0;
-
- exp_time = design->explosion[exp_index].time;
-
- if (design->explosion[exp_index].type > 0) {
- Point exp_loc = ship->Location() + (design->explosion[exp_index].loc * ship->Cam().Orientation());
- sim->CreateExplosion(exp_loc,
- ship->Velocity(),
- design->explosion[exp_index].type,
- (float) ship->Radius(),
- exp_scale,
- ship->GetRegion(),
- ship);
- }
- }
-
- if (time < DEATH_CAM_LINGER) {
- for (int i = 0; i < ShipDesign::MAX_EXPLOSIONS; i++) {
- if (design->explosion[i].final) {
- Point exp_loc = ship->Location() + (design->explosion[i].loc * ship->Cam().Orientation());
- sim->CreateExplosion(exp_loc,
- ship->Velocity(),
- design->explosion[i].type,
- (float) ship->Radius(),
- exp_scale,
- ship->GetRegion());
- }
- }
-
- for (int i = 0; i < ShipDesign::MAX_DEBRIS; i++) {
- if (design->debris[i].model) {
- Point debris_loc = ship->Location() + (design->debris[i].loc * ship->Cam().Orientation());
- Point debris_vel = debris_loc - ship->Location();
- debris_vel.Normalize();
-
- if (design->debris[i].speed > 0)
- debris_vel *= design->debris[i].speed;
- else
- debris_vel *= 200;
-
- if (ship->IsGroundUnit()) {
- debris_vel *= 2;
-
- if (debris_vel.y < 0)
- debris_vel.y *= -1;
- }
-
- for (int n = 0; n < design->debris[i].count; n++) {
- Debris* debris = sim->CreateDebris(debris_loc,
- debris_vel + ship->Velocity(),
- design->debris[i].model,
- design->debris[i].mass,
- ship->GetRegion());
-
- debris->SetLife(design->debris[i].life);
- debris->SetDrag(design->debris[i].drag);
-
- if (n == 0) {
- debris->CloneCam(ship->Cam());
- debris->MoveTo(debris_loc);
- }
-
- for (int fire = 0; fire < 5; fire++) {
- if (design->debris[i].fire_loc[fire] == Vec3(0,0,0))
- continue;
-
- Point fire_loc = debris->Location() + (design->debris[i].fire_loc[fire] * debris->Cam().Orientation());
-
- if (design->debris[i].fire_type > 0) {
- sim->CreateExplosion(fire_loc,
- ship->Velocity(),
- design->debris[i].fire_type,
- exp_scale,
- exp_scale,
- ship->GetRegion(),
- debris);
- }
- else {
- sim->CreateExplosion(fire_loc,
- ship->Velocity(),
- Explosion::SMALL_FIRE,
- exp_scale,
- exp_scale,
- ship->GetRegion(),
- debris);
-
- sim->CreateExplosion(fire_loc,
- ship->Velocity(),
- Explosion::SMOKE_TRAIL,
- exp_scale * 0.25f,
- exp_scale * 0.25f,
- ship->GetRegion(),
- debris);
- }
- }
-
- if (n+1 < design->debris[i].count) {
- debris_vel = RandomVector(1);
-
- if (design->debris[i].speed > 0)
- debris_vel *= design->debris[i].speed * Random(0.8, 1.2);
- else
- debris_vel *= 300 + rand()/50;
- }
- }
- }
- }
-
- if (ship == sim->GetPlayerShip())
- HUDSounds::StopSound(HUDSounds::SND_RED_ALERT);
-
- sim->CreateSplashDamage(ship);
- ship->Destroy(); // CAREFUL!!! This will also delete this object!
- }
-}