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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/ShipKiller.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/ShipKiller.cpp')
-rw-r--r--StarsEx/ShipKiller.cpp261
1 files changed, 261 insertions, 0 deletions
diff --git a/StarsEx/ShipKiller.cpp b/StarsEx/ShipKiller.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
+ ========
+ 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!
+ }
+}