/* 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. 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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; }