From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/Debris.cpp | 324 ++++++++++++++++++++++++++--------------------------- 1 file changed, 162 insertions(+), 162 deletions(-) (limited to 'Stars45/Debris.cpp') diff --git a/Stars45/Debris.cpp b/Stars45/Debris.cpp index 18624b7..eef237c 100644 --- a/Stars45/Debris.cpp +++ b/Stars45/Debris.cpp @@ -1,15 +1,15 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: Debris.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Debris.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - Debris Sprite animation class + OVERVIEW + ======== + Debris Sprite animation class */ #include "MemDebug.h" @@ -29,36 +29,36 @@ // +--------------------------------------------------------------------+ Debris::Debris(Model* model, const Vec3& pos, const Vec3& vel, double m) - : SimObject("Debris", SimObject::SIM_DEBRIS) +: SimObject("Debris", SimObject::SIM_DEBRIS) { - MoveTo(pos); + MoveTo(pos); - velocity = vel; - mass = (float) m; - integrity = mass * 10.0f; - life = 300; + velocity = vel; + mass = (float) m; + integrity = mass * 10.0f; + life = 300; - Solid* solid = new(__FILE__,__LINE__) Solid; + Solid* solid = new(__FILE__,__LINE__) Solid; - if (solid) { - solid->UseModel(model); - solid->MoveTo(pos); + if (solid) { + solid->UseModel(model); + solid->MoveTo(pos); - rep = solid; + rep = solid; - radius = solid->Radius(); - } + radius = solid->Radius(); + } - Point torque = RandomVector(Mass()/2); + 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; + if (Mass() < 10) + torque *= (rand() / 3200); + else if (Mass() > 10e3) + torque *= 0.25; + else if (Mass() > 10e6) + torque *= 0.005; - ApplyTorque(torque); + ApplyTorque(torque); } // +--------------------------------------------------------------------+ @@ -66,100 +66,100 @@ Debris::Debris(Model* model, const Vec3& pos, const Vec3& vel, double m) 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 *= Game::FrameTime(); - } - else { - ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); - } - - if (effective_damage > 0) - Physical::InflictDamage(effective_damage); - } - - return hit_type; + 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 *= Game::FrameTime(); + } + else { + ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); + } + + if (effective_damage > 0) + Physical::InflictDamage(effective_damage); + } + + return hit_type; } // +--------------------------------------------------------------------+ @@ -167,37 +167,37 @@ Debris::HitBy(Shot* shot, Point& impact) 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); - } + 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); + } } // +--------------------------------------------------------------------+ @@ -205,16 +205,16 @@ Debris::ExecFrame(double seconds) double Debris::AltitudeAGL() const { - Point loc = Location(); - double altitude_agl = loc.y; + Point loc = Location(); + double altitude_agl = loc.y; - Terrain* terrain = region->GetTerrain(); + Terrain* terrain = region->GetTerrain(); - if (terrain) - altitude_agl -= terrain->Height(loc.x, loc.z); + if (terrain) + altitude_agl -= terrain->Height(loc.x, loc.z); - if (!_finite(altitude_agl)) - altitude_agl = 0; + if (!_finite(altitude_agl)) + altitude_agl = 0; - return altitude_agl; + return altitude_agl; } \ No newline at end of file -- cgit v1.1