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/ShipKiller.cpp | 426 ++++++++++++++++++++++++------------------------- 1 file changed, 213 insertions(+), 213 deletions(-) (limited to 'Stars45/ShipKiller.cpp') diff --git a/Stars45/ShipKiller.cpp b/Stars45/ShipKiller.cpp index 68b443a..7164fda 100644 --- a/Stars45/ShipKiller.cpp +++ b/Stars45/ShipKiller.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 - FILE: ShipKiller.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars + FILE: ShipKiller.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - ShipKiller class implementation + OVERVIEW + ======== + ShipKiller class implementation */ #include "MemDebug.h" @@ -30,7 +30,7 @@ // +----------------------------------------------------------------------+ ShipKiller::ShipKiller(Ship* s) - : ship(s), DEATH_CAM_LINGER(5.0f), time(0.0f), exp_time(0.0f), exp_index(0) +: ship(s), DEATH_CAM_LINGER(5.0f), time(0.0f), exp_time(0.0f), exp_index(0) { } @@ -42,7 +42,7 @@ ShipKiller::~ShipKiller() inline int random_index() { - return (int) (rand()/3277); + return (int) (rand()/3277); } // +----------------------------------------------------------------------+ @@ -50,82 +50,82 @@ inline int random_index() void ShipKiller::BeginDeathSpiral() { - if (!ship) return; - - // shut down all ship systems: - ListIter 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(); + if (!ship) return; + + // shut down all ship systems: + ListIter 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(); } // +----------------------------------------------------------------------+ @@ -133,131 +133,131 @@ ShipKiller::BeginDeathSpiral() 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! - } + 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! + } } -- cgit v1.1