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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(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;
}