From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/Debris.cpp | 462 ++++++++++++++++++++++++++++------------------------- 1 file changed, 243 insertions(+), 219 deletions(-) (limited to 'Stars45/Debris.cpp') diff --git a/Stars45/Debris.cpp b/Stars45/Debris.cpp index eef237c..d867fb9 100644 --- a/Stars45/Debris.cpp +++ b/Stars45/Debris.cpp @@ -1,220 +1,244 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Debris.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Debris Sprite animation class -*/ - -#include "MemDebug.h" -#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 "Game.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(__FILE__,__LINE__) 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 *= Game::FrameTime(); - } - 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; +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: Debris.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Debris Sprite animation class +*/ + +#include "MemDebug.h" +#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 "Game.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(__FILE__,__LINE__) 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 *= Game::FrameTime(); + } + 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; } \ No newline at end of file -- cgit v1.1