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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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::GetInstance()->GetClock()->Delta();
        }
        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;
}