From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_drone_8cpp_source.html | 313 ------------------------------- 1 file changed, 313 deletions(-) delete mode 100644 Doc/doxygen/html/_drone_8cpp_source.html (limited to 'Doc/doxygen/html/_drone_8cpp_source.html') diff --git a/Doc/doxygen/html/_drone_8cpp_source.html b/Doc/doxygen/html/_drone_8cpp_source.html deleted file mode 100644 index 73fd96d..0000000 --- a/Doc/doxygen/html/_drone_8cpp_source.html +++ /dev/null @@ -1,313 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Drone.cpp Source File - - - - - - - - - - - - - -
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Open source Starshatter engine
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Drone.cpp
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1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: Drone.cpp
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Laser and Missile class
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13 */
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14 
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15 #include "MemDebug.h"
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16 #include "Drone.h"
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17 #include "Weapon.h"
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18 #include "Ship.h"
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19 #include "Sim.h"
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20 #include "Explosion.h"
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21 
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22 #include "Game.h"
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23 #include "Bolt.h"
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24 #include "Sprite.h"
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25 #include "Solid.h"
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26 #include "Light.h"
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27 #include "Bitmap.h"
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28 #include "DataLoader.h"
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29 #include "Sound.h"
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30 
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31 // +--------------------------------------------------------------------+
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32 
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33 Drone::Drone(const Point& pos, const Camera& shot_cam, WeaponDesign* dsn, const Ship* ship)
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34 : Shot(pos, shot_cam, dsn, ship),
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35 decoy_type(0), iff_code(0)
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36 {
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38 
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39  if (dsn) {
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40  decoy_type = dsn->decoy_type;
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41  probe = dsn->probe;
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42  integrity = dsn->integrity;
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43  sprintf_s(name, "Drone %04d", Identity());
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44  }
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45 }
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46 
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47 // +--------------------------------------------------------------------+
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48 
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50 {
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51 }
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52 
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53 // +--------------------------------------------------------------------+
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54 
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55 void
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57 {
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58  if (!probe)
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59  Shot::SeekTarget(target, sub);
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60 }
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61 
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62 // +--------------------------------------------------------------------+
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63 
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64 void
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65 Drone::ExecFrame(double seconds)
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66 {
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67  Shot::ExecFrame(seconds);
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68 }
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69 
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70 // +--------------------------------------------------------------------+
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71 
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72 void
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74 {
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75  Shot::Disarm();
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76 }
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77 
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78 // +--------------------------------------------------------------------+
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79 
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80 void
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82 {
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83  Shot::Destroy();
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84 }
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85 
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86 // +--------------------------------------------------------------------+
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87 
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88 double
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89 Drone::PCS() const
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90 {
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91  if (decoy_type == 0 && !probe)
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92  return 10e3;
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93 
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94  return 0;
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95 }
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96 
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97 double
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98 Drone::ACS() const
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99 {
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100  if (decoy_type == 0 && !probe)
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101  return 1e3;
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102 
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103  return 0;
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104 }
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105 
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106 // +--------------------------------------------------------------------+
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107 
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108 const char*
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110 {
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111  return Ship::ClassName(decoy_type);
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112 }
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113 
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114 int
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116 {
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117  return decoy_type;
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118 }
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119 
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120 // +--------------------------------------------------------------------+
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121 
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122 int
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123 Drone::HitBy(Shot* shot, Point& impact)
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124 {
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125  if (life == 0 || !shot->IsArmed()) return 0;
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126 
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127  const int HIT_NOTHING = 0;
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128  const int HIT_HULL = 1;
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129 
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130  Point hull_impact;
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131  int hit_type = HIT_NOTHING;
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132  Point shot_loc = shot->Location();
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133  Point shot_org = shot->Origin();
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134  Point delta = shot_loc - Location();
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135  double dlen = delta.length();
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136  double dscale = 1;
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137  float scale = design->explosion_scale;
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138  Sim* sim = Sim::GetSim();
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139 
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140  if (scale <= 0)
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141  scale = design->scale;
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142 
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143  // MISSILE PROCESSING ------------------------------------------------
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144 
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145  if (shot->IsMissile()) {
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146  if (dlen < 10 * Radius()) {
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147  hull_impact = impact = shot_loc;
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148  sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.3f * scale, scale, region);
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149  sim->CreateExplosion(impact, Point(), Explosion::SHOT_BLAST, 2.0f, scale, region);
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150  hit_type = HIT_HULL;
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151  }
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152  }
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153 
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154  // ENERGY WEP PROCESSING ---------------------------------------------
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155 
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156  else {
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157  if (shot->IsBeam()) {
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158  // check right angle spherical distance:
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159  Point d0 = Location() - shot_org;
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160  Point w = shot_loc - shot_org; w.Normalize();
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161  Point test = shot_org + w * (d0 * w);
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162  Point d1 = test - Location();
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163  double dlen = d1.length(); // distance of point from line
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164 
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165  if (dlen < 2*Radius()) {
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166  hull_impact = impact = test;
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167  shot->SetBeamPoints(shot_org, impact);
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168  sim->CreateExplosion(impact, Velocity(), Explosion::BEAM_FLASH, 0.30f * scale, scale, region);
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169  hit_type = HIT_HULL;
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170  }
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171  }
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172  else if (dlen < 2*Radius()) {
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173  hull_impact = impact = shot_loc;
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174  sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region);
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175  hit_type = HIT_HULL;
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176  }
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177  }
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178 
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179  // DAMAGE RESOLUTION -------------------------------------------------
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180 
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181  if (hit_type != HIT_NOTHING) {
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182  double effective_damage = shot->Damage() * dscale;
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183 
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184  if (shot->IsBeam()) {
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185  effective_damage *= Game::FrameTime();
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186  }
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187  else {
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188  ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f);
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189  }
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190 
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191  if (effective_damage > 0)
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192  Physical::InflictDamage(effective_damage);
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193  }
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194 
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195  return hit_type;
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196 }
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