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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/Contact.cpp
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/Contact.cpp')
-rw-r--r--Stars45/Contact.cpp754
1 files changed, 389 insertions, 365 deletions
diff --git a/Stars45/Contact.cpp b/Stars45/Contact.cpp
index 667a9e1..9a4d419 100644
--- a/Stars45/Contact.cpp
+++ b/Stars45/Contact.cpp
@@ -1,365 +1,389 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Contact.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Integrated (Passive and Active) Sensor Package class implementation
-*/
-
-#include "MemDebug.h"
-#include "Contact.h"
-#include "Drone.h"
-#include "Sensor.h"
-#include "Ship.h"
-#include "Sim.h"
-#include "WeaponDesign.h"
-
-#include "Game.h"
-
-// +----------------------------------------------------------------------+
-
-const int DEFAULT_TRACK_UPDATE = 500; // milliseconds
-const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds
-const double DEFAULT_TRACK_AGE = 10; // 10 seconds
-const double SENSOR_THRESHOLD = 0.25;
-
-// +----------------------------------------------------------------------+
-
-Contact::Contact()
-: ship(0), shot(0), d_pas(0.0f), d_act(0.0f),
-track(0), ntrack(0), time(0), track_time(0), probe(false)
-{
- acquire_time = Game::GameTime();
-}
-
-Contact::Contact(Ship* s, float p, float a)
-: ship(s), shot(0), d_pas(p), d_act(a),
-track(0), ntrack(0), time(0), track_time(0), probe(false)
-{
- acquire_time = Game::GameTime();
- Observe(ship);
-}
-
-Contact::Contact(Shot* s, float p, float a)
-: ship(0), shot(s), d_pas(p), d_act(a),
-track(0), ntrack(0), time(0), track_time(0), probe(false)
-{
- acquire_time = Game::GameTime();
- Observe(shot);
-}
-
-// +----------------------------------------------------------------------+
-
-Contact::~Contact()
-{
- delete [] track;
-}
-
-// +----------------------------------------------------------------------+
-
-int
-Contact::operator == (const Contact& c) const
-{
- if (ship)
- return ship == c.ship;
-
- else if (shot)
- return shot == c.shot;
-
- return 0;
-}
-
-// +----------------------------------------------------------------------+
-
-bool
-Contact::Update(SimObject* obj)
-{
- if (obj == ship || obj == shot) {
- ship = 0;
- shot = 0;
- d_act = 0;
- d_pas = 0;
-
- ClearTrack();
- }
-
- return SimObserver::Update(obj);
-}
-
-const char*
-Contact::GetObserverName() const
-{
- static char name[128];
-
- if (ship)
- sprintf_s(name, "Contact Ship='%s'", ship->Name());
- else if (shot)
- sprintf_s(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName());
- else
- sprintf_s(name, "Contact (unknown)");
-
- return name;
-}
-
-// +----------------------------------------------------------------------+
-
-double
-Contact::Age() const
-{
- double age = 0;
-
- if (!ship && !shot)
- return age;
-
- double seconds = (Game::GameTime() - time) / 1000.0;
-
- age = 1.0 - seconds/DEFAULT_TRACK_AGE;
-
- if (age < 0)
- age = 0;
-
- return age;
-}
-
-int
-Contact::GetIFF(const Ship* observer) const
-{
- int i = 0;
-
- if (ship) {
- i = ship->GetIFF();
-
- // if the contact is on our side or has locked us up,
- // we know whose side he's on.
-
- // Otherwise:
- if (i != observer->GetIFF() && !Threat(observer)) {
- if (d_pas < 2*SENSOR_THRESHOLD && d_act < SENSOR_THRESHOLD && !Visible(observer))
- i = -1000; // indeterminate iff reading
- }
- }
-
- else if (shot && shot->Owner()) {
- i = shot->Owner()->GetIFF();
- }
-
- return i;
-}
-
-bool
-Contact::ActLock() const
-{
- return d_act >= SENSOR_THRESHOLD;
-}
-
-bool
-Contact::PasLock() const
-{
- return d_pas >= SENSOR_THRESHOLD;
-}
-
-// +----------------------------------------------------------------------+
-
-void
-Contact::GetBearing(const Ship* observer, double& az, double& el, double& rng) const
-{
- // translate:
- Point targ_pt = loc - observer->Location();
-
- // rotate:
- const Camera* cam = &observer->Cam();
- double tx = targ_pt * cam->vrt();
- double ty = targ_pt * cam->vup();
- double tz = targ_pt * cam->vpn();
-
- // convert to spherical coords:
- rng = targ_pt.length();
- az = asin(fabs(tx) / rng);
- el = asin(fabs(ty) / rng);
-
- if (tx < 0) az = -az;
- if (ty < 0) el = -el;
-
- // correct az/el for back hemisphere:
- if (tz < 0) {
- if (az < 0) az = -PI - az;
- else az = PI - az;
- }
-}
-
-double
-Contact::Range(const Ship* observer, double limit) const
-{
- double r = Point(loc - observer->Location()).length();
-
- // if passive only, return approximate range:
- if (!ActLock()) {
- const int chunk = 25000;
-
- if (!PasLock()) {
- r = (int) limit;
- }
-
- else if (r <= chunk) {
- r = chunk;
- }
-
- else {
- int r1 = (int) (r + chunk/2) / chunk;
- r = r1 * chunk;
- }
- }
-
- return r;
-}
-
-// +----------------------------------------------------------------------+
-
-bool
-Contact::InFront(const Ship* observer) const
-{
- // translate:
- Point targ_pt = loc - observer->Location();
-
- // rotate:
- const Camera* cam = &observer->Cam();
- double tz = targ_pt * cam->vpn();
-
- if (tz > 1.0)
- return true;
-
- return false;
-}
-
-bool
-Contact::Threat(const Ship* observer) const
-{
- bool threat = false;
-
- if (observer && observer->Life() != 0) {
- if (ship && ship->Life() != 0) {
- threat = (ship->GetIFF() &&
- ship->GetIFF() != observer->GetIFF() &&
- ship->GetEMCON() > 2 &&
- ship->IsTracking((Ship*) observer) &&
- ship->Weapons().size() > 0);
-
- if (threat && observer->GetIFF() == 0)
- threat = ship->GetIFF() > 1;
- }
-
- else if (shot) {
- threat = shot->IsTracking((Ship*) observer);
-
- if (!threat && shot->Design()->probe && shot->GetIFF() != observer->GetIFF()) {
- Point probe_pt = shot->Location() - observer->Location();
- double prng = probe_pt.length();
-
- threat = (prng < shot->Design()->lethal_radius);
- }
- }
- }
-
- return threat;
-}
-
-bool
-Contact::Visible(const Ship* observer) const
-{
- // translate:
- Point targ_pt = loc - observer->Location();
- double radius = 0;
-
- if (ship)
- radius = ship->Radius();
-
- else if (shot)
- radius = shot->Radius();
-
- // rotate:
- const Camera* cam = &observer->Cam();
- double rng = targ_pt.length();
-
- return radius/rng > 0.002;
-}
-
-// +----------------------------------------------------------------------+
-
-void
-Contact::Reset()
-{
- if (Game::Paused()) return;
-
- float step_down = (float) (Game::FrameTime() / 10);
-
- if (d_pas > 0)
- d_pas -= step_down;
-
- if (d_act > 0)
- d_act -= step_down;
-}
-
-void
-Contact::Merge(Contact* c)
-{
- if (c->GetShip() == ship && c->GetShot() == shot) {
- if (c->d_pas > d_pas)
- d_pas = c->d_pas;
-
- if (c->d_act > d_act)
- d_act = c->d_act;
- }
-}
-
-void
-Contact::ClearTrack()
-{
- delete [] track;
- track = 0;
- ntrack = 0;
-}
-
-void
-Contact::UpdateTrack()
-{
- time = Game::GameTime();
-
- if (shot || (ship && ship->IsGroundUnit()))
- return;
-
- if (!track) {
- track = new(__FILE__,__LINE__) Point[DEFAULT_TRACK_LENGTH];
- track[0] = loc;
- ntrack = 1;
- track_time = time;
- }
-
- else if (time - track_time > DEFAULT_TRACK_UPDATE) {
- if (loc != track[0]) {
- for (int i = DEFAULT_TRACK_LENGTH-2; i >= 0; i--)
- track[i+1] = track[i];
-
- track[0] = loc;
- if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++;
- }
-
- track_time = time;
- }
-}
-
-// +----------------------------------------------------------------------+
-
-Point
-Contact::TrackPoint(int i) const
-{
- if (track && i < ntrack)
- return track[i];
-
- return Point();
-}
+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: Contact.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Integrated (Passive and Active) Sensor Package class implementation
+*/
+
+#include "MemDebug.h"
+#include "Contact.h"
+#include "Drone.h"
+#include "Sensor.h"
+#include "Ship.h"
+#include "Sim.h"
+#include "WeaponDesign.h"
+
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+const int DEFAULT_TRACK_UPDATE = 500; // milliseconds
+const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds
+const double DEFAULT_TRACK_AGE = 10; // 10 seconds
+const double SENSOR_THRESHOLD = 0.25;
+
+// +----------------------------------------------------------------------+
+
+Contact::Contact()
+: ship(0), shot(0), d_pas(0.0f), d_act(0.0f),
+track(0), ntrack(0), time(0), track_time(0), probe(false)
+{
+ acquire_time = Game::GameTime();
+}
+
+Contact::Contact(Ship* s, float p, float a)
+: ship(s), shot(0), d_pas(p), d_act(a),
+track(0), ntrack(0), time(0), track_time(0), probe(false)
+{
+ acquire_time = Game::GameTime();
+ Observe(ship);
+}
+
+Contact::Contact(Shot* s, float p, float a)
+: ship(0), shot(s), d_pas(p), d_act(a),
+track(0), ntrack(0), time(0), track_time(0), probe(false)
+{
+ acquire_time = Game::GameTime();
+ Observe(shot);
+}
+
+// +----------------------------------------------------------------------+
+
+Contact::~Contact()
+{
+ delete [] track;
+}
+
+// +----------------------------------------------------------------------+
+
+int
+Contact::operator == (const Contact& c) const
+{
+ if (ship)
+ return ship == c.ship;
+
+ else if (shot)
+ return shot == c.shot;
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+Contact::Update(SimObject* obj)
+{
+ if (obj == ship || obj == shot) {
+ ship = 0;
+ shot = 0;
+ d_act = 0;
+ d_pas = 0;
+
+ ClearTrack();
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+Contact::GetObserverName() const
+{
+ static char name[128];
+
+ if (ship)
+ sprintf_s(name, "Contact Ship='%s'", ship->Name());
+ else if (shot)
+ sprintf_s(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName());
+ else
+ sprintf_s(name, "Contact (unknown)");
+
+ return name;
+}
+
+// +----------------------------------------------------------------------+
+
+double
+Contact::Age() const
+{
+ double age = 0;
+
+ if (!ship && !shot)
+ return age;
+
+ double seconds = (Game::GameTime() - time) / 1000.0;
+
+ age = 1.0 - seconds/DEFAULT_TRACK_AGE;
+
+ if (age < 0)
+ age = 0;
+
+ return age;
+}
+
+int
+Contact::GetIFF(const Ship* observer) const
+{
+ int i = 0;
+
+ if (ship) {
+ i = ship->GetIFF();
+
+ // if the contact is on our side or has locked us up,
+ // we know whose side he's on.
+
+ // Otherwise:
+ if (i != observer->GetIFF() && !Threat(observer)) {
+ if (d_pas < 2*SENSOR_THRESHOLD && d_act < SENSOR_THRESHOLD && !Visible(observer))
+ i = -1000; // indeterminate iff reading
+ }
+ }
+
+ else if (shot && shot->Owner()) {
+ i = shot->Owner()->GetIFF();
+ }
+
+ return i;
+}
+
+bool
+Contact::ActLock() const
+{
+ return d_act >= SENSOR_THRESHOLD;
+}
+
+bool
+Contact::PasLock() const
+{
+ return d_pas >= SENSOR_THRESHOLD;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Contact::GetBearing(const Ship* observer, double& az, double& el, double& rng) const
+{
+ // translate:
+ Point targ_pt = loc - observer->Location();
+
+ // rotate:
+ const Camera* cam = &observer->Cam();
+ double tx = targ_pt * cam->vrt();
+ double ty = targ_pt * cam->vup();
+ double tz = targ_pt * cam->vpn();
+
+ // convert to spherical coords:
+ rng = targ_pt.length();
+ az = asin(fabs(tx) / rng);
+ el = asin(fabs(ty) / rng);
+
+ if (tx < 0) az = -az;
+ if (ty < 0) el = -el;
+
+ // correct az/el for back hemisphere:
+ if (tz < 0) {
+ if (az < 0) az = -PI - az;
+ else az = PI - az;
+ }
+}
+
+double
+Contact::Range(const Ship* observer, double limit) const
+{
+ double r = Point(loc - observer->Location()).length();
+
+ // if passive only, return approximate range:
+ if (!ActLock()) {
+ const int chunk = 25000;
+
+ if (!PasLock()) {
+ r = (int) limit;
+ }
+
+ else if (r <= chunk) {
+ r = chunk;
+ }
+
+ else {
+ int r1 = (int) (r + chunk/2) / chunk;
+ r = r1 * chunk;
+ }
+ }
+
+ return r;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+Contact::InFront(const Ship* observer) const
+{
+ // translate:
+ Point targ_pt = loc - observer->Location();
+
+ // rotate:
+ const Camera* cam = &observer->Cam();
+ double tz = targ_pt * cam->vpn();
+
+ if (tz > 1.0)
+ return true;
+
+ return false;
+}
+
+bool
+Contact::Threat(const Ship* observer) const
+{
+ bool threat = false;
+
+ if (observer && observer->Life() != 0) {
+ if (ship && ship->Life() != 0) {
+ threat = (ship->GetIFF() &&
+ ship->GetIFF() != observer->GetIFF() &&
+ ship->GetEMCON() > 2 &&
+ ship->IsTracking((Ship*) observer) &&
+ ship->Weapons().size() > 0);
+
+ if (threat && observer->GetIFF() == 0)
+ threat = ship->GetIFF() > 1;
+ }
+
+ else if (shot) {
+ threat = shot->IsTracking((Ship*) observer);
+
+ if (!threat && shot->Design()->probe && shot->GetIFF() != observer->GetIFF()) {
+ Point probe_pt = shot->Location() - observer->Location();
+ double prng = probe_pt.length();
+
+ threat = (prng < shot->Design()->lethal_radius);
+ }
+ }
+ }
+
+ return threat;
+}
+
+bool
+Contact::Visible(const Ship* observer) const
+{
+ // translate:
+ Point targ_pt = loc - observer->Location();
+ double radius = 0;
+
+ if (ship)
+ radius = ship->Radius();
+
+ else if (shot)
+ radius = shot->Radius();
+
+ // rotate:
+ const Camera* cam = &observer->Cam();
+ double rng = targ_pt.length();
+
+ return radius/rng > 0.002;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Contact::Reset()
+{
+ if (Game::Paused()) return;
+
+ float step_down = (float) (Game::FrameTime() / 10);
+
+ if (d_pas > 0)
+ d_pas -= step_down;
+
+ if (d_act > 0)
+ d_act -= step_down;
+}
+
+void
+Contact::Merge(Contact* c)
+{
+ if (c->GetShip() == ship && c->GetShot() == shot) {
+ if (c->d_pas > d_pas)
+ d_pas = c->d_pas;
+
+ if (c->d_act > d_act)
+ d_act = c->d_act;
+ }
+}
+
+void
+Contact::ClearTrack()
+{
+ delete [] track;
+ track = 0;
+ ntrack = 0;
+}
+
+void
+Contact::UpdateTrack()
+{
+ time = Game::GameTime();
+
+ if (shot || (ship && ship->IsGroundUnit()))
+ return;
+
+ if (!track) {
+ track = new(__FILE__,__LINE__) Point[DEFAULT_TRACK_LENGTH];
+ track[0] = loc;
+ ntrack = 1;
+ track_time = time;
+ }
+
+ else if (time - track_time > DEFAULT_TRACK_UPDATE) {
+ if (loc != track[0]) {
+ for (int i = DEFAULT_TRACK_LENGTH-2; i >= 0; i--)
+ track[i+1] = track[i];
+
+ track[0] = loc;
+ if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++;
+ }
+
+ track_time = time;
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+Point
+Contact::TrackPoint(int i) const
+{
+ if (track && i < ntrack)
+ return track[i];
+
+ return Point();
+}