diff options
Diffstat (limited to 'Stars45/CampaignPlanMovement.cpp')
-rw-r--r-- | Stars45/CampaignPlanMovement.cpp | 360 |
1 files changed, 192 insertions, 168 deletions
diff --git a/Stars45/CampaignPlanMovement.cpp b/Stars45/CampaignPlanMovement.cpp index 750cc3f..66717c5 100644 --- a/Stars45/CampaignPlanMovement.cpp +++ b/Stars45/CampaignPlanMovement.cpp @@ -1,168 +1,192 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CampaignPlanMovement.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- CampaignPlanMovement simulates random patrol movements
- of starship groups between missions.
-*/
-
-#include "MemDebug.h"
-#include "CampaignPlanMovement.h"
-#include "Campaign.h"
-#include "Combatant.h"
-#include "CombatGroup.h"
-#include "CombatUnit.h"
-#include "CombatZone.h"
-#include "Random.h"
-#include "ShipDesign.h"
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignPlanMovement::ExecFrame()
-{
- if (campaign && campaign->IsActive()) {
- if (Campaign::Stardate() - exec_time < 7200)
- return;
-
- campaign->GetAllCombatUnits(-1, all_units);
-
- ListIter<CombatUnit> iter = all_units;
- while (++iter) {
- CombatUnit* u = iter.value();
-
- if (u->IsStarship() && !u->IsStatic())
- MoveUnit(u);
- }
-
- all_units.clear();
-
- exec_time = Campaign::Stardate();
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignPlanMovement::MoveUnit(CombatUnit* u)
-{
- if (u) {
- // starship repair:
- double damage = u->GetSustainedDamage();
-
- if (damage > 0 && u->GetDesign()) {
- int percent = (int) (100 * damage / u->GetDesign()->integrity);
-
- if (percent > 50) {
- u->SetSustainedDamage(0.90 * damage);
- }
- }
-
- Point loc = u->Location();
- Point dir = loc;
- double dist = dir.Normalize();
-
- const double MAX_RAD = 320e3;
- const double MIN_DIST = 150e3;
-
- if (dist < MAX_RAD) {
- double scale = 1 - dist/MAX_RAD;
-
- loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3;
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->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);
- }
- }
-
- else if (dist > 1.25 * MAX_RAD) {
- double scale = 1 - dist/MAX_RAD;
-
- loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3;
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->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);
- }
- }
-
- else {
- loc += RandomDirection() * 30e3;
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->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);
- }
- }
-
- CombatUnit* closest_unit = 0;
- double closest_dist = 1e6;
-
- 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 (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();
-
- loc += delta * 1.1 * (MIN_DIST - closest_dist);
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->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);
- }
- }
- }
-}
+/* 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: CampaignPlanMovement.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + CampaignPlanMovement simulates random patrol movements + of starship groups between missions. +*/ + +#include "MemDebug.h" +#include "CampaignPlanMovement.h" +#include "Campaign.h" +#include "Combatant.h" +#include "CombatGroup.h" +#include "CombatUnit.h" +#include "CombatZone.h" +#include "Random.h" +#include "ShipDesign.h" + +// +--------------------------------------------------------------------+ + +void +CampaignPlanMovement::ExecFrame() +{ + if (campaign && campaign->IsActive()) { + if (Campaign::Stardate() - exec_time < 7200) + return; + + campaign->GetAllCombatUnits(-1, all_units); + + ListIter<CombatUnit> iter = all_units; + while (++iter) { + CombatUnit* u = iter.value(); + + if (u->IsStarship() && !u->IsStatic()) + MoveUnit(u); + } + + all_units.clear(); + + exec_time = Campaign::Stardate(); + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanMovement::MoveUnit(CombatUnit* u) +{ + if (u) { + // starship repair: + double damage = u->GetSustainedDamage(); + + if (damage > 0 && u->GetDesign()) { + int percent = (int) (100 * damage / u->GetDesign()->integrity); + + if (percent > 50) { + u->SetSustainedDamage(0.90 * damage); + } + } + + Point loc = u->Location(); + Point dir = loc; + double dist = dir.Normalize(); + + const double MAX_RAD = 320e3; + const double MIN_DIST = 150e3; + + if (dist < MAX_RAD) { + double scale = 1 - dist/MAX_RAD; + + loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3; + + if (fabs(loc.z) > 20e3) + loc.z *= 0.1; + + u->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); + } + } + + else if (dist > 1.25 * MAX_RAD) { + double scale = 1 - dist/MAX_RAD; + + loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3; + + if (fabs(loc.z) > 20e3) + loc.z *= 0.1; + + u->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); + } + } + + else { + loc += RandomDirection() * 30e3; + + if (fabs(loc.z) > 20e3) + loc.z *= 0.1; + + u->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); + } + } + + CombatUnit* closest_unit = 0; + double closest_dist = 1e6; + + 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 (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(); + + loc += delta * 1.1 * (MIN_DIST - closest_dist); + + if (fabs(loc.z) > 20e3) + loc.z *= 0.1; + + u->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); + } + } + } +} |