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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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
    ========
    Laser and Missile class
*/

#include "Drone.h"
#include "Weapon.h"
#include "Ship.h"
#include "Sim.h"
#include "Explosion.h"

#include "Clock.h"
#include "Bolt.h"
#include "Sprite.h"
#include "Solid.h"
#include "Light.h"
#include "Bitmap.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 *= Clock::GetInstance()->Delta();
        }
        else {
            ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f);
        }

        if (effective_damage > 0)
        Physical::InflictDamage(effective_damage);
    }

    return hit_type;
}