From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/ShipKiller.cpp | 263 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 263 insertions(+) create mode 100644 Stars45/ShipKiller.cpp (limited to 'Stars45/ShipKiller.cpp') diff --git a/Stars45/ShipKiller.cpp b/Stars45/ShipKiller.cpp new file mode 100644 index 0000000..47f3ad8 --- /dev/null +++ b/Stars45/ShipKiller.cpp @@ -0,0 +1,263 @@ +/* Project Starshatter 4.5 + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. + + SUBSYSTEM: Stars + FILE: ShipKiller.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + ShipKiller class implementation +*/ + +#include "MemDebug.h" +#include "ShipKiller.h" +#include "Sim.h" +#include "Ship.h" +#include "ShipDesign.h" +#include "System.h" +#include "Weapon.h" +#include "Shot.h" +#include "Explosion.h" +#include "Debris.h" +#include "HUDSounds.h" + +#include "Solid.h" +#include "Random.h" + +// +----------------------------------------------------------------------+ + +ShipKiller::ShipKiller(Ship* s) + : ship(s), DEATH_CAM_LINGER(5.0f), time(0.0f), exp_time(0.0f), exp_index(0) +{ +} + +ShipKiller::~ShipKiller() +{ +} + +// +----------------------------------------------------------------------+ + +inline int random_index() +{ + return (int) (rand()/3277); +} + +// +----------------------------------------------------------------------+ + +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(); +} + +// +----------------------------------------------------------------------+ + +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 (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