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/Drone.cpp | 416 +++++++++++++++++++++++++++++------------------------- 1 file changed, 220 insertions(+), 196 deletions(-) (limited to 'Stars45/Drone.cpp') diff --git a/Stars45/Drone.cpp b/Stars45/Drone.cpp index c4dc591..f1fdb1a 100644 --- a/Stars45/Drone.cpp +++ b/Stars45/Drone.cpp @@ -1,196 +1,220 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Drone.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Laser and Missile class -*/ - -#include "MemDebug.h" -#include "Drone.h" -#include "Weapon.h" -#include "Ship.h" -#include "Sim.h" -#include "Explosion.h" - -#include "Game.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 *= Game::FrameTime(); - } - else { - ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); - } - - if (effective_damage > 0) - Physical::InflictDamage(effective_damage); - } - - return hit_type; -} +/* 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: Drone.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Laser and Missile class +*/ + +#include "MemDebug.h" +#include "Drone.h" +#include "Weapon.h" +#include "Ship.h" +#include "Sim.h" +#include "Explosion.h" + +#include "Game.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 *= Game::FrameTime(); + } + else { + ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); + } + + if (effective_damage > 0) + Physical::InflictDamage(effective_damage); + } + + return hit_type; +} -- cgit v1.1