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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: Drone.cpp
AUTHOR: John DiCamillo
OVERVIEW
========
Laser and Missile class
*/
#include "MemDebug.h"
#include "Drone.h"
#include "Weapon.h"
#include "Ship.h"
#include "Sim.h"
#include "Explosion.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"
// +--------------------------------------------------------------------+
Drone::Drone(const Point& pos, const Camera& shot_cam, WeaponDesign* dsn, const Ship* ship)
: Shot(pos, shot_cam, dsn, ship),
decoy_type(0), iff_code(0)
{
obj_type = SimObject::SIM_DRONE;
if (dsn) {
decoy_type = dsn->decoy_type;
probe = dsn->probe;
integrity = dsn->integrity;
sprintf_s(name, "Drone %04d", Identity());
}
}
// +--------------------------------------------------------------------+
Drone::~Drone()
{
}
// +--------------------------------------------------------------------+
void
Drone::SeekTarget(SimObject* target, System* sub)
{
if (!probe)
Shot::SeekTarget(target, sub);
}
// +--------------------------------------------------------------------+
void
Drone::ExecFrame(double seconds)
{
Shot::ExecFrame(seconds);
}
// +--------------------------------------------------------------------+
void
Drone::Disarm()
{
Shot::Disarm();
}
// +--------------------------------------------------------------------+
void
Drone::Destroy()
{
Shot::Destroy();
}
// +--------------------------------------------------------------------+
double
Drone::PCS() const
{
if (decoy_type == 0 && !probe)
return 10e3;
return 0;
}
double
Drone::ACS() const
{
if (decoy_type == 0 && !probe)
return 1e3;
return 0;
}
// +--------------------------------------------------------------------+
const char*
Drone::ClassName() const
{
return Ship::ClassName(decoy_type);
}
int
Drone::Class() const
{
return decoy_type;
}
// +--------------------------------------------------------------------+
int
Drone::HitBy(Shot* shot, Point& impact)
{
if (life == 0 || !shot->IsArmed()) return 0;
const int HIT_NOTHING = 0;
const int HIT_HULL = 1;
Point hull_impact;
int hit_type = HIT_NOTHING;
Point shot_loc = shot->Location();
Point shot_org = shot->Origin();
Point delta = shot_loc - Location();
double dlen = delta.length();
double dscale = 1;
float scale = design->explosion_scale;
Sim* sim = Sim::GetSim();
if (scale <= 0)
scale = design->scale;
// MISSILE PROCESSING ------------------------------------------------
if (shot->IsMissile()) {
if (dlen < 10 * Radius()) {
hull_impact = impact = shot_loc;
sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.3f * scale, scale, region);
sim->CreateExplosion(impact, Point(), Explosion::SHOT_BLAST, 2.0f, scale, region);
hit_type = HIT_HULL;
}
}
// ENERGY WEP PROCESSING ---------------------------------------------
else {
if (shot->IsBeam()) {
// check right angle spherical distance:
Point d0 = Location() - shot_org;
Point w = shot_loc - shot_org; w.Normalize();
Point test = shot_org + w * (d0 * w);
Point d1 = test - Location();
double dlen = d1.length(); // distance of point from line
if (dlen < 2*Radius()) {
hull_impact = impact = test;
shot->SetBeamPoints(shot_org, impact);
sim->CreateExplosion(impact, Velocity(), Explosion::BEAM_FLASH, 0.30f * scale, scale, region);
hit_type = HIT_HULL;
}
}
else if (dlen < 2*Radius()) {
hull_impact = impact = shot_loc;
sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region);
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;
}
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