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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 /StarsEx/Debris.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Debris.cpp')
-rw-r--r--StarsEx/Debris.cpp218
1 files changed, 218 insertions, 0 deletions
diff --git a/StarsEx/Debris.cpp b/StarsEx/Debris.cpp
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+/* 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;
+} \ No newline at end of file