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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 /StarsEx/Debris.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Debris.cpp')
-rw-r--r-- | StarsEx/Debris.cpp | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/StarsEx/Debris.cpp b/StarsEx/Debris.cpp new file mode 100644 index 0000000..952c133 --- /dev/null +++ b/StarsEx/Debris.cpp @@ -0,0 +1,218 @@ +/* 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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