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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/Drone.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Drone.cpp')
-rw-r--r-- | StarsEx/Drone.cpp | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/StarsEx/Drone.cpp b/StarsEx/Drone.cpp new file mode 100644 index 0000000..b568987 --- /dev/null +++ b/StarsEx/Drone.cpp @@ -0,0 +1,194 @@ +/* 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 + ======== + Laser and Missile class +*/ + +#include "Drone.h" +#include "Weapon.h" +#include "Ship.h" +#include "Sim.h" +#include "Explosion.h" + +#include "Clock.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 *= Clock::GetInstance()->Delta(); + } + else { + ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); + } + + if (effective_damage > 0) + Physical::InflictDamage(effective_damage); + } + + return hit_type; +} |