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/* 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: 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;
}
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