/* 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: Shot.cpp AUTHOR: John DiCamillo OVERVIEW ======== Laser and Missile class */ #include "MemDebug.h" #include "Shot.h" #include "Weapon.h" #include "DriveSprite.h" #include "SeekerAI.h" #include "Sim.h" #include "Ship.h" #include "Trail.h" #include "Random.h" #include "AudioConfig.h" #include "TerrainRegion.h" #include "Terrain.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" // +--------------------------------------------------------------------+ Shot::Shot(const Point& pos, const Camera& shot_cam, WeaponDesign* dsn, const Ship* ship) : first_frame(true), owner(ship), flash(0), flare(0), trail(0), sound(0), eta(0), charge(1.0f), design(dsn), offset(1.0e5f), altitude_agl(-1.0e6f), hit_target(false) { obj_type = SimObject::SIM_SHOT; type = design->type; primary = design->primary; beam = design->beam; base_damage = design->damage; armed = false; radius = 10.0f; if (primary || design->decoy_type || !design->guided) { straight = true; armed = true; } cam.Clone(shot_cam); life = design->life; velocity = cam.vpn() * (double) design->speed; MoveTo(pos); if (beam) origin = pos + (shot_cam.vpn() * -design->length); switch (design->graphic_type) { case Graphic::BOLT: { Bolt* s = new(__FILE__,__LINE__) Bolt(design->length, design->width, design->shot_img, 1); s->SetDirection(cam.vpn()); rep = s; } break; case Graphic::SPRITE: { Sprite* s = 0; if (design->animation) s = new(__FILE__,__LINE__) DriveSprite(design->animation, design->anim_length); else s = new(__FILE__,__LINE__) DriveSprite(design->shot_img); s->Scale((double) design->scale); rep = s; } break; case Graphic::SOLID: { Solid* s = new(__FILE__,__LINE__) Solid; s->UseModel(design->shot_model); rep = s; radius = rep->Radius(); } break; } if (rep) rep->MoveTo(pos); light = 0; if (design->light > 0) { light = new(__FILE__,__LINE__) Light(design->light); light->SetColor(design->light_color); } mass = design->mass; drag = design->drag; thrust = 0.0f; dr_drg = design->roll_drag; dp_drg = design->pitch_drag; dy_drg = design->yaw_drag; SetAngularRates((float) design->roll_rate, (float) design->pitch_rate, (float) design->yaw_rate); if (design->flash_img != 0) { flash = new(__FILE__,__LINE__) Sprite(design->flash_img); flash->Scale((double) design->flash_scale); flash->MoveTo(pos - cam.vpn() * design->length); flash->SetLuminous(true); } if (design->flare_img != 0) { flare = new(__FILE__,__LINE__) DriveSprite(design->flare_img); flare->Scale((double) design->flare_scale); flare->MoveTo(pos); } if (owner) { iff_code = (BYTE) owner->GetIFF(); Observe((SimObject*) owner); } sprintf_s(name, "Shot(%s)", design->name.data()); } // +--------------------------------------------------------------------+ Shot::~Shot() { GRAPHIC_DESTROY(flash); GRAPHIC_DESTROY(flare); GRAPHIC_DESTROY(trail); if (sound) { sound->Stop(); sound->Release(); } } // +--------------------------------------------------------------------+ const char* Shot::DesignName() const { return design->name; } // +--------------------------------------------------------------------+ void Shot::SetCharge(float c) { charge = c; // trim beam life to amount of energy available: if (beam) life = design->life * charge / design->charge; } void Shot::SetFuse(double seconds) { if (seconds > 0 && !beam) life = seconds; } // +--------------------------------------------------------------------+ void Shot::SeekTarget(SimObject* target, System* sub) { if (dir && !primary) { SeekerAI* seeker = (SeekerAI*) dir; SimObject* old_target = seeker->GetTarget(); if (old_target->Type()==SimObject::SIM_SHIP) { Ship* tgt_ship = (Ship*) old_target; tgt_ship->DropThreat(this); } } delete dir; dir = 0; if (target) { SeekerAI* seeker = new(__FILE__,__LINE__) SeekerAI(this); seeker->SetTarget(target, sub); seeker->SetPursuit(design->guided); seeker->SetDelay(1); dir = seeker; if (!primary && target->Type()==SimObject::SIM_SHIP) { Ship* tgt_ship = (Ship*) target; tgt_ship->AddThreat(this); } } } bool Shot::IsTracking(Ship* tgt) const { return tgt && (GetTarget() == tgt); } SimObject* Shot::GetTarget() const { if (dir) { SeekerAI* seeker = (SeekerAI*) dir; if (seeker->GetDelay() <= 0) return seeker->GetTarget(); } return 0; } bool Shot::IsFlak() const { return design && design->flak; } // +--------------------------------------------------------------------+ bool Shot::IsHostileTo(const SimObject* o) const { if (o) { if (o->Type() == SIM_SHIP) { Ship* s = (Ship*) o; if (s->IsRogue()) return true; if (s->GetIFF() > 0 && s->GetIFF() != GetIFF()) return true; } else if (o->Type() == SIM_SHOT || o->Type() == SIM_DRONE) { Shot* s = (Shot*) o; if (s->GetIFF() > 0 && s->GetIFF() != GetIFF()) return true; } } return false; } // +--------------------------------------------------------------------+ void Shot::ExecFrame(double seconds) { altitude_agl = -1.0e6f; // add random flickering effect: double flicker = 0.75 + (double) rand() / 8e4; if (flicker > 1) flicker = 1; if (flare) { flare->SetShade(flicker); } else if (beam) { Bolt* blob = (Bolt*) rep; blob->SetShade(flicker); offset -= (float) (seconds * 10); } if (Game::Paused()) return; if (beam) { if (!first_frame) { if (life > 0) { life -= seconds; if (life < 0) life = 0; } } } else { origin = Location(); if (!first_frame) Physical::ExecFrame(seconds); else Physical::ExecFrame(0); double len = design->length; if (len < 50) len = 50; if (!trail && life > 0 && design->life - life > 0.2) { if (design->trail.length()) { trail = new(__FILE__,__LINE__) Trail(design->trail_img, design->trail_length); if (design->trail_width > 0) trail->SetWidth(design->trail_width); if (design->trail_dim > 0) trail->SetDim(design->trail_dim); trail->AddPoint(Location() + Heading() * -100); Scene* scene = 0; if (rep) scene = rep->GetScene(); if (scene) scene->AddGraphic(trail); } } if (trail) trail->AddPoint(Location()); if (!armed) { SeekerAI* seeker = (SeekerAI*) dir; if (seeker && seeker->GetDelay() <= 0) armed = true; } // handle submunitions: else if (design->det_range > 0 && design->det_count > 0) { if (dir && !primary) { SeekerAI* seeker = (SeekerAI*) dir; SimObject* target = seeker->GetTarget(); if (target) { double range = Point(Location() - target->Location()).length(); if (range < design->det_range) { life = 0; Sim* sim = Sim::GetSim(); WeaponDesign* child_design = WeaponDesign::Find(design->det_child); if (sim && child_design) { double spread = design->det_spread; Camera aim_cam; aim_cam.Clone(Cam()); aim_cam.LookAt(target->Location()); for (int i = 0; i < design->det_count; i++) { Shot* child = sim->CreateShot(Location(), aim_cam, child_design, owner, owner->GetRegion()); child->SetCharge(child_design->charge); if (child_design->guided) child->SeekTarget(target, seeker->GetSubTarget()); if (child_design->beam) child->SetBeamPoints(Location(), target->Location()); if (i) aim_cam.LookAt(target->Location()); aim_cam.Pitch(Random(-spread, spread)); aim_cam.Yaw(Random(-spread, spread)); } } } } } } if (flash && !first_frame) GRAPHIC_DESTROY(flash); if (thrust < design->thrust) thrust += (float) (seconds * 5.0e3); else thrust = design->thrust; } first_frame = 0; if (flare) flare->MoveTo(Location()); } // +--------------------------------------------------------------------+ void Shot::Disarm() { if (armed && !primary) { armed = false; delete dir; dir = 0; } } void Shot::Destroy() { life = 0; } // +--------------------------------------------------------------------+ void Shot::SetBeamPoints(const Point& from, const Point& to) { if (beam) { MoveTo(to); origin = from; if (sound) { sound->SetLocation(from); } if (rep) { Bolt* s = (Bolt*) rep; s->SetEndPoints(from, to); double len = Point(to - from).length() / 500; s->SetTextureOffset(offset, offset + len); } } if (flash) { flash->MoveTo(origin); } } // +--------------------------------------------------------------------+ double Shot::AltitudeMSL() const { return Location().y; } double Shot::AltitudeAGL() const { if (altitude_agl < -1000) { Shot* pThis = (Shot*) this; // cast-away const Point loc = Location(); Terrain* terrain = region->GetTerrain(); if (terrain) pThis->altitude_agl = (float) (loc.y - terrain->Height(loc.x, loc.z)); else pThis->altitude_agl = (float) loc.y; if (!_finite(altitude_agl)) { pThis->altitude_agl = 0.0f; } } return altitude_agl; } // +--------------------------------------------------------------------+ void Shot::Initialize() { } // +--------------------------------------------------------------------+ void Shot::Close() { } // +--------------------------------------------------------------------+ double Shot::Damage() const { double damage = 0; // beam damage based on length: if (beam) { double fade = 1; if (design) { // linear fade with distance: double len = Point(origin - Location()).length(); if (len > design->min_range) fade = (design->length - len) / (design->length - design->min_range); } damage = base_damage * charge * fade * Game::FrameTime(); } // energy wep damage based on time: else if (primary) { damage = base_damage * charge * life; } // missile damage is constant: else { damage = base_damage * charge; } return damage; } double Shot::Length() const { if (design) return design->length; return 500; } // +--------------------------------------------------------------------+ void Shot::Activate(Scene& scene) { SimObject::Activate(scene); if (trail) scene.AddGraphic(trail); if (flash) scene.AddGraphic(flash); if (flare) scene.AddGraphic(flare); if (first_frame) { if (design->sound_resource) { sound = design->sound_resource->Duplicate(); if (sound) { long max_vol = AudioConfig::EfxVolume(); long volume = -1000; if (volume > max_vol) volume = max_vol; if (beam) { sound->SetLocation(origin); sound->SetVolume(volume); sound->Play(); } else { sound->SetLocation(Location()); sound->SetVolume(volume); sound->Play(); sound = 0; // fire and forget: } } } } } // +--------------------------------------------------------------------+ void Shot::Deactivate(Scene& scene) { SimObject::Deactivate(scene); if (trail) scene.DelGraphic(trail); if (flash) scene.DelGraphic(flash); if (flare) scene.DelGraphic(flare); } // +--------------------------------------------------------------------+ int Shot::GetIFF() const { return iff_code; } // +--------------------------------------------------------------------+ Color Shot::MarkerColor() const { return Ship::IFFColor(GetIFF()); } // +--------------------------------------------------------------------+ const char* Shot::GetObserverName() const { return name; } // +--------------------------------------------------------------------+ bool Shot::Update(SimObject* obj) { if (obj == (SimObject*) owner) owner = 0; return SimObserver::Update(obj); }