summaryrefslogtreecommitdiffhomepage
path: root/Stars45/CampaignPlanMovement.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Stars45/CampaignPlanMovement.cpp')
-rw-r--r--Stars45/CampaignPlanMovement.cpp206
1 files changed, 103 insertions, 103 deletions
diff --git a/Stars45/CampaignPlanMovement.cpp b/Stars45/CampaignPlanMovement.cpp
index 1333503..750cc3f 100644
--- a/Stars45/CampaignPlanMovement.cpp
+++ b/Stars45/CampaignPlanMovement.cpp
@@ -1,16 +1,16 @@
/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: CampaignPlanMovement.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: CampaignPlanMovement.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- CampaignPlanMovement simulates random patrol movements
- of starship groups between missions.
+ OVERVIEW
+ ========
+ CampaignPlanMovement simulates random patrol movements
+ of starship groups between missions.
*/
#include "MemDebug.h"
@@ -28,24 +28,24 @@
void
CampaignPlanMovement::ExecFrame()
{
- if (campaign && campaign->IsActive()) {
- if (Campaign::Stardate() - exec_time < 7200)
- return;
+ if (campaign && campaign->IsActive()) {
+ if (Campaign::Stardate() - exec_time < 7200)
+ return;
- campaign->GetAllCombatUnits(-1, all_units);
+ campaign->GetAllCombatUnits(-1, all_units);
- ListIter<CombatUnit> iter = all_units;
- while (++iter) {
- CombatUnit* u = iter.value();
+ ListIter<CombatUnit> iter = all_units;
+ while (++iter) {
+ CombatUnit* u = iter.value();
- if (u->IsStarship() && !u->IsStatic())
- MoveUnit(u);
- }
+ if (u->IsStarship() && !u->IsStatic())
+ MoveUnit(u);
+ }
- all_units.clear();
+ all_units.clear();
- exec_time = Campaign::Stardate();
- }
+ exec_time = Campaign::Stardate();
+ }
}
// +--------------------------------------------------------------------+
@@ -53,116 +53,116 @@ CampaignPlanMovement::ExecFrame()
void
CampaignPlanMovement::MoveUnit(CombatUnit* u)
{
- if (u) {
- // starship repair:
- double damage = u->GetSustainedDamage();
+ if (u) {
+ // starship repair:
+ double damage = u->GetSustainedDamage();
- if (damage > 0 && u->GetDesign()) {
- int percent = (int) (100 * damage / u->GetDesign()->integrity);
+ if (damage > 0 && u->GetDesign()) {
+ int percent = (int) (100 * damage / u->GetDesign()->integrity);
- if (percent > 50) {
- u->SetSustainedDamage(0.90 * damage);
- }
- }
+ if (percent > 50) {
+ u->SetSustainedDamage(0.90 * damage);
+ }
+ }
- Point loc = u->Location();
- Point dir = loc;
- double dist = dir.Normalize();
+ Point loc = u->Location();
+ Point dir = loc;
+ double dist = dir.Normalize();
- const double MAX_RAD = 320e3;
- const double MIN_DIST = 150e3;
+ const double MAX_RAD = 320e3;
+ const double MIN_DIST = 150e3;
- if (dist < MAX_RAD) {
- double scale = 1 - dist/MAX_RAD;
+ if (dist < MAX_RAD) {
+ double scale = 1 - dist/MAX_RAD;
- loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3;
+ loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3;
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
+ if (fabs(loc.z) > 20e3)
+ loc.z *= 0.1;
- u->MoveTo(loc);
+ u->MoveTo(loc);
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
+ CombatGroup* g = u->GetCombatGroup();
+ if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
+ g->MoveTo(loc);
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
+ if (g->IntelLevel() > Intel::KNOWN)
+ g->SetIntelLevel(Intel::KNOWN);
+ }
+ }
- else if (dist > 1.25 * MAX_RAD) {
- double scale = 1 - dist/MAX_RAD;
+ else if (dist > 1.25 * MAX_RAD) {
+ double scale = 1 - dist/MAX_RAD;
- loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3;
+ loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3;
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
+ if (fabs(loc.z) > 20e3)
+ loc.z *= 0.1;
- u->MoveTo(loc);
+ u->MoveTo(loc);
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
+ CombatGroup* g = u->GetCombatGroup();
+ if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
+ g->MoveTo(loc);
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
+ if (g->IntelLevel() > Intel::KNOWN)
+ g->SetIntelLevel(Intel::KNOWN);
+ }
+ }
- else {
- loc += RandomDirection() * 30e3;
+ else {
+ loc += RandomDirection() * 30e3;
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
+ if (fabs(loc.z) > 20e3)
+ loc.z *= 0.1;
- u->MoveTo(loc);
+ u->MoveTo(loc);
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
+ CombatGroup* g = u->GetCombatGroup();
+ if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
+ g->MoveTo(loc);
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
+ if (g->IntelLevel() > Intel::KNOWN)
+ g->SetIntelLevel(Intel::KNOWN);
+ }
+ }
- CombatUnit* closest_unit = 0;
- double closest_dist = 1e6;
+ CombatUnit* closest_unit = 0;
+ double closest_dist = 1e6;
- ListIter<CombatUnit> iter = all_units;
- while (++iter) {
- CombatUnit* unit = iter.value();
+ ListIter<CombatUnit> iter = all_units;
+ while (++iter) {
+ CombatUnit* unit = iter.value();
- if (unit->GetCombatGroup() != u->GetCombatGroup() && unit->GetRegion() == u->GetRegion() && !unit->IsDropship()) {
- Point delta = loc - unit->Location();
- dist = delta.Normalize();
+ if (unit->GetCombatGroup() != u->GetCombatGroup() && unit->GetRegion() == u->GetRegion() && !unit->IsDropship()) {
+ Point delta = loc - unit->Location();
+ dist = delta.Normalize();
- if (dist < closest_dist) {
- closest_unit = unit;
- closest_dist = dist;
- }
- }
- }
+ if (dist < closest_dist) {
+ closest_unit = unit;
+ closest_dist = dist;
+ }
+ }
+ }
- if (closest_unit && closest_dist < MIN_DIST) {
- Point delta = loc - closest_unit->Location();
- dist = delta.Normalize();
+ if (closest_unit && closest_dist < MIN_DIST) {
+ Point delta = loc - closest_unit->Location();
+ dist = delta.Normalize();
- loc += delta * 1.1 * (MIN_DIST - closest_dist);
+ loc += delta * 1.1 * (MIN_DIST - closest_dist);
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
+ if (fabs(loc.z) > 20e3)
+ loc.z *= 0.1;
- u->MoveTo(loc);
+ u->MoveTo(loc);
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
+ CombatGroup* g = u->GetCombatGroup();
+ if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
+ g->MoveTo(loc);
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
- }
+ if (g->IntelLevel() > Intel::KNOWN)
+ g->SetIntelLevel(Intel::KNOWN);
+ }
+ }
+ }
}