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/*
SABRE Fighter Plane Simulator
Copyright (c) 1997 Dan Hammer
Portions Donated By Antti Barck
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 1, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*************************************************
* SABRE Fighter Plane Simulator *
* Version: 0.1 *
* File : fltzview.C *
* Date : March, 1997 *
* Author : Dan Hammer *
*************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <iostream.h>
#include <fstream.h>
#include <math.h>
#include <limits.h>
#include <values.h>
#include "defs.h"
#include "pc_keys.h"
#include "vga_13.h"
#include "vmath.h"
#include "port_3d.h"
#include "cpoly.h"
#include "obj_3d.h"
#include "copoly.h"
#include "flight.h"
#include "font8x8.h"
#include "weapons.h"
#include "fltzview.h"
#include "sim.h"
extern Font8x8 *the_font;
#define R_TOP 0
#define R_RIGHT 1
#define R_BACK 2
const float shadow_limit = 1500.0;
Flight_ZViewer::Flight_ZViewer(Z_Node_Manager *zv)
:Z_Viewer(zv)
{
flt = NULL;
wil = NULL;
hurt = 0;
hitme = 0;
cpk_flg = 0;
ground_hits = ground_kills = 0;
air_hits = air_kills = 0;
bagged = 0;
}
Flight_ZViewer::~Flight_ZViewer()
{
if (wil != NULL)
delete wil;
}
void Flight_ZViewer::set_flight(Flight *f)
{
flt = f;
reference_port = &(flt->state.flight_port);
max_damage = flt->specs->max_damage;
}
extern int rz_which_line;
REAL_TYPE Flight_ZViewer::draw_prep(Port_3D &port)
{
REAL_TYPE result;
reference_port = &(flt->state.flight_port);
result = Z_Viewer::draw_prep(port);
if (!cpk_flg && visible_flag && wil != NULL && wil->hasExterns())
wil->draw_prep(&port,&(flt->state.flight_port));
return (result);
}
void Flight_ZViewer::draw(Port_3D &port)
{
float ht;
reference_port = &(flt->state.flight_port);
int dr = draw_shadow;
int rz = rz_which_line;
rz_which_line = 0;
if (dr)
{
ht = reference_port->look_from.z - flt->state.ground_height;
if (ht * world_scale <= shadow_limit * world_scale)
draw_shadow = 1;
else
draw_shadow = 0;
}
if (cpk_flg)
shapes[cpit].visible = 0;
/*
If there's landing gear shapes, see if they
should show
*/
if (z_manager->n_shapes >= lgear3 + 1)
{
if (flt->controls.landing_gear)
{
shapes[lgear1].visible = 1;
shapes[lgear2].visible = 1;
shapes[lgear3].visible = 1;
}
else
{
shapes[lgear1].visible = 0;
shapes[lgear2].visible = 0;
shapes[lgear3].visible = 0;
}
}
Z_Viewer::draw(port);
if (!cpk_flg && wil != NULL && wil->hasExterns())
wil->draw(&port);
draw_shadow = dr;
rz_which_line = rz;
}
/*****************************************************************
* Return true if we detect a hit *
*****************************************************************/
int Flight_ZViewer::ouch(const R_3DPoint &p1, const R_3DPoint &p2, int damage, Target *trg)
{
if (hurt >= max_damage)
return (0);
if (damage < threshold_damage)
return (0);
int result = 0;
if (reference_port)
{
R_3DPoint r1,r2;
reference_port->world2port(p1,&r1);
reference_port->world2port(p2,&r2);
// It would be nice to simply check if the position of
// the projectile is in bounds, but ...
// We have to deal with the fact that during the time frame,
// the projectile may have travelled a distance greater than
// the length of our plane ... in other words, it can easily
// 'skip over' us. So we check for the intersection between
// the bounding_cube and the line between the start and end of
// the projectile's movement. This however favors a hit, as we
// are not taking into account our movement during this time.
result = calc_hit(r1,r2,bcube);
if (result)
{
if ( (result = calc_hit(r1,r2,z_manager->shape_info[fuselage].bcube)) != 0 )
hit_shape = fuselage;
else if ((result = calc_hit(r1,r2,z_manager->shape_info[tail].bcube)) != 0 )
hit_shape = tail;
else if ((result = calc_hit(r1,r2,z_manager->shape_info[left_wing].bcube)) != 0)
hit_shape = left_wing;
else if ((result = calc_hit(r1,r2,z_manager->shape_info[right_wing].bcube)) != 0 )
hit_shape = right_wing;
else if ((result = calc_hit(r1,r2,z_manager->shape_info[left_hstab].bcube)) != 0 )
hit_shape = left_hstab;
else if ((result = calc_hit(r1,r2,z_manager->shape_info[right_hstab].bcube)) != 0)
hit_shape = right_hstab;
else if ((result = calc_hit(r1,r2,z_manager->shape_info[cpit].bcube)) != 0)
hit_shape = cpit;
else if (hit_scaler > 1.0)
{
result = 1;
hit_shape = RANDOM(right_wing+1);
}
if (result)
{
calc_damage(hit_shape,damage);
who_got_me = trg;
hitme = 1;
}
}
}
if (hurt >= max_damage)
{
bagged = 1;
who_got_me = trg;
}
return result;
}
int Flight_ZViewer::ouch(const R_3DPoint &w0, float radius, int damage, Target *tg)
{
if (isHistory() || damage < threshold_damage)
return (0);
R_3DPoint p0;
int dmg;
int result = 0;
reference_port->world2port(w0,&p0);
if (calc_radial_damage(p0, radius, damage, bcube, dmg))
{
if (dmg > threshold_damage)
{
result = 1;
hit_shape = 0;
hurt += damage;
calc_damage(hit_shape,dmg);
hitme = 1;
who_got_me = tg;
if (isHistory())
bagged = 1;
}
}
return (result);
}
void Flight_ZViewer::youHit(Target *tg)
{
switch (tg->getType())
{
case TARGET_BASE_T:
case C_3DOBJECT_T:
case GROUND_UNIT_T:
ground_hits++;
if (tg->isHistory())
ground_kills++;
break;
case FLIGHT_ZVIEW_T:
air_hits++;
if (tg->isHistory())
air_kills++;
break;
}
}
// See if the flight is in landing parameters
// if it is on the ground. Return true if plane has
// 'landed' ... for now, that means on the ground
int Flight_ZViewer::landing_report(Landing_Report &lr)
{
int result = 0;
if (flt->state.landing_recorded)
{
if (lr.landing_attempted)
{
/* If we've already recorded a landing,
* but we're airborne again, reset
* some flags so we can record one again
*/
if (!flt->state.on_ground)
{
flt->state.landing_recorded = 0;
lr.landing_attempted = 0;
}
return 0;
}
lr.landing_attempted = 1;
result = 1;
// Ooops -- forgot landing gear!
if (!flt->controls.landing_gear)
{
lr.gear_up = 1;
lr.score -= (int) (50 + 10 * flt->state.landing_velocity);
}
// Did we dig a hole?
if (flt->state.landing_z <= -flt->specs->l_z)
{
lr.l_z = 1;
lr.l_z_value = flt->state.landing_z;
lr.score -= (int) (10 * (fabs((flt->state.landing_z - -flt->specs->l_z)) / 10.0));
}
// Too fast?
if (flt->state.landing_velocity > flt->specs->lspeed)
{
lr.v = 1;
lr.v_value = flt->state.landing_velocity;
lr.score -= (int) ((flt->state.landing_velocity - flt->specs->lspeed) / 10);
}
// bad pitch?
if (flt->state.landing_pitch < _PI2 - 0.8 ||
flt->state.landing_pitch > _PI2 + 0.8)
{
lr.phi = 1;
lr.phi_value = flt->state.landing_pitch;
lr.score -= (int) (fabs(_PI2 - flt->state.landing_pitch) * 20);
}
// bad roll?
if (flt->state.landing_roll > 0.4 &&
flt->state.landing_roll < _2PI - 0.4)
{
lr.roll = 1;
lr.roll_value = flt->state.landing_roll;
lr.score -= (int) (fabs(_PI - flt->state.landing_roll) * 20);
}
if (lr.score < 0)
{
calc_damage(fuselage,-lr.score);
if (hurt > max_damage)
flt->state.crashed = 1;
}
}
return result;
}
void Flight_ZViewer::calc_damage(int hit_shape, int damage)
{
int choice;
flt->mods.battle_damage += damage;
hurt = flt->mods.battle_damage;
if (flt->mods.battle_damage >= max_damage)
{
flt->mods.spin_out = frand(63.0) + 15.0;
if (RANDOM(2))
flt->mods.spin_out *= -1.0;
flt->mods.yaw_out = frand(5.0) + 2.0;
if (RANDOM(2))
flt->mods.yaw_out *= -1.0;
flt->mods.pitch_out = frand(6.0) + 3.0;
if (RANDOM(2))
flt->mods.pitch_out *= -1.0;
flt->mods.engine_e = 0;
flt->mods.elevators_e = 0;
flt->mods.ailerons_e = 0;
flt->mods.speed_brakes_e = 0;
flt->mods.rudder_e = 0;
}
else if (flt->mods.battle_damage >= max_damage / 4)
{
flt->mods.engine_e = (max_damage - flt->mods.battle_damage) / 100.0;
float dmg = ((float)damage) / ((float)max_damage);
switch (hit_shape)
{
case fuselage:
case tail:
case left_hstab:
case right_hstab:
case cpit:
choice = RANDOM(4);
switch (choice)
{
case 0:
flt->mods.elevators_e -= dmg;
break;
case 1:
flt->mods.h_stab_e -= dmg;
break;
case 2:
flt->mods.speed_brakes_e -= dmg;
break;
case 3:
flt->mods.v_stab_e -= dmg;
break;
}
break;
case left_wing:
case right_wing:
if (flt->mods.spin_out == 0.0 && flt->mods.battle_damage >= max_damage * 0.75)
{
flt->mods.spin_out = frand(15.0) + 4.0;
if (hit_shape == right_wing)
flt->mods.spin_out = -flt->mods.spin_out;
}
if (RANDOM(2))
{
flt->mods.ailerons_e -= dmg;
if (flt->mods.ailerons_e < 0.1)
flt->mods.ailerons_e = 0.1;
}
else
{
flt->mods.wing_e -= dmg;
}
}
}
}
R_3DPoint *Flight_ZViewer::get_hit_point()
{
C_ShapeInfo &si = z_manager->shape_info[hit_shape];
C_PolyInfo &pi = si.polyinfos[RANDOM(si.npolys)];
R_3DPoint &hp = pi.lpoints[RANDOM(pi.npoints)];
reference_port->port2world(hp,&hitpoint);
return (&hitpoint);
}
R_3DPoint *Flight_ZViewer::get_position()
{
return (&flt->state.flight_port.look_from);
}
Vector_Q *Flight_ZViewer::get_velocity()
{
if (flt)
return (& flt->state.velocity);
else
return NULL;
}
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