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-rw-r--r--Stars45/CombatAction.cpp350
1 files changed, 0 insertions, 350 deletions
diff --git a/Stars45/CombatAction.cpp b/Stars45/CombatAction.cpp
deleted file mode 100644
index 2f2a748..0000000
--- a/Stars45/CombatAction.cpp
+++ /dev/null
@@ -1,350 +0,0 @@
-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, 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
- ========
- A significant (newsworthy) event in the dynamic campaign.
-*/
-
-#include "CombatAction.h"
-#include "CombatGroup.h"
-#include "Campaign.h"
-#include "Combatant.h"
-#include "Player.h"
-#include "Random.h"
-
-// +----------------------------------------------------------------------+
-
-CombatAction::CombatAction(int n, int typ, int sub, int iff)
- : id(n), type(typ), subtype(sub), opp_type(-1), team(iff),
- status(PENDING), count(0), rval(-1), source(0), time(0),
- start_before((int) 1e9), start_after(0),
- min_rank(0), max_rank(100),
- delay(0), probability(100), asset_type(0), target_type(0)
-{ }
-
-CombatAction::~CombatAction()
-{
- requirements.destroy();
- asset_kills.destroy();
- target_kills.destroy();
-}
-
-// +----------------------------------------------------------------------+
-
-bool
-CombatAction::IsAvailable() const
-{
- CombatAction* pThis = (CombatAction*) this;
-
- if (rval < 0) {
- pThis->rval = (int) Random(0, 100);
-
- if (rval > probability)
- pThis->status = SKIPPED;
- }
-
- if (status != PENDING)
- return false;
-
- if (min_rank > 0 || max_rank < 100) {
- Player* player = Player::GetCurrentPlayer();
-
- if (player->Rank() < min_rank || player->Rank() > max_rank)
- return false;
- }
-
- Campaign* campaign = Campaign::GetCampaign();
- if (campaign) {
- if (campaign->GetTime() < start_after) {
- return false;
- }
-
- if (campaign->GetTime() > start_before) {
- pThis->status = FAILED; // too late!
- return false;
- }
-
- // check requirements against actions in current campaign:
- ListIter<CombatActionReq> iter = pThis->requirements;
- while (++iter) {
- CombatActionReq* r = iter.value();
- bool ok = false;
-
- if (r->action > 0) {
- ListIter<CombatAction> action = campaign->GetActions();
- while (++action) {
- CombatAction* a = action.value();
-
- if (a->Identity() == r->action) {
- if (r->_not) {
- if (a->Status() == r->stat)
- return false;
- }
- else {
- if (a->Status() != r->stat)
- return false;
- }
- }
- }
- }
-
- // group-based requirement
- else if (r->group_type > 0) {
- if (r->c1) {
- CombatGroup* group = r->c1->FindGroup(r->group_type, r->group_id);
-
- if (group) {
- int test = 0;
- int comp = 0;
-
- if (r->intel) {
- test = group->IntelLevel();
- comp = r->intel;
- }
-
- else {
- test = group->CalcValue();
- comp = r->score;
- }
-
- switch (r->comp) {
- case CombatActionReq::LT: ok = (test < comp); break;
- case CombatActionReq::LE: ok = (test <= comp); break;
- case CombatActionReq::GT: ok = (test > comp); break;
- case CombatActionReq::GE: ok = (test >= comp); break;
- case CombatActionReq::EQ: ok = (test == comp); break;
- }
- }
-
- if (!ok)
- return false;
- }
- }
-
- // score-based requirement
- else {
- int test = 0;
-
- if (r->comp <= CombatActionReq::EQ) { // absolute
- if (r->c1) {
- int test = r->c1->Score();
-
- switch (r->comp) {
- case CombatActionReq::LT: ok = (test < r->score); break;
- case CombatActionReq::LE: ok = (test <= r->score); break;
- case CombatActionReq::GT: ok = (test > r->score); break;
- case CombatActionReq::GE: ok = (test >= r->score); break;
- case CombatActionReq::EQ: ok = (test == r->score); break;
- }
- }
- }
-
- else { // relative
- if (r->c1 && r->c2) {
- int test = r->c1->Score() - r->c2->Score();
-
- switch (r->comp) {
- case CombatActionReq::RLT: ok = (test < r->score); break;
- case CombatActionReq::RLE: ok = (test <= r->score); break;
- case CombatActionReq::RGT: ok = (test > r->score); break;
- case CombatActionReq::RGE: ok = (test >= r->score); break;
- case CombatActionReq::REQ: ok = (test == r->score); break;
- }
- }
- }
-
- if (!ok)
- return false;
- }
-
- if (delay > 0) {
- pThis->start_after = (int) campaign->GetTime() + delay;
- pThis->delay = 0;
- return IsAvailable();
- }
- }
- }
-
- return true;
-}
-
-// +----------------------------------------------------------------------+
-
-void
-CombatAction::FireAction()
-{
- Campaign* campaign = Campaign::GetCampaign();
- if (campaign)
- time = (int) campaign->GetTime();
-
- if (count >= 1)
- count--;
-
- if (count < 1)
- status = COMPLETE;
-}
-
-void
-CombatAction::FailAction()
-{
- Campaign* campaign = Campaign::GetCampaign();
- if (campaign)
- time = (int) campaign->GetTime();
-
- count = 0;
- status = FAILED;
-}
-
-// +----------------------------------------------------------------------+
-
-void
-CombatAction::AddRequirement(int action, int stat, bool _not)
-{
- requirements.append(new CombatActionReq(action, stat, _not));
-}
-
-void
-CombatAction::AddRequirement(Combatant* c1, Combatant* c2, int comp, int score)
-{
- requirements.append(new CombatActionReq(c1, c2, comp, score));
-}
-
-void
-CombatAction::AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel)
-{
- requirements.append(new CombatActionReq(c1, group_type, group_id, comp, score, intel));
-}
-
-// +----------------------------------------------------------------------+
-
-int
-CombatAction::TypeFromName(const char* n)
-{
- int type = 0;
-
- if (!_stricmp(n, "NO_ACTION"))
- type = NO_ACTION;
-
- else if (!_stricmp(n, "MARKER"))
- type = NO_ACTION;
-
- else if (!_stricmp(n, "STRATEGIC_DIRECTIVE"))
- type = STRATEGIC_DIRECTIVE;
-
- else if (!_stricmp(n, "STRATEGIC"))
- type = STRATEGIC_DIRECTIVE;
-
- else if (!_stricmp(n, "ZONE_ASSIGNMENT"))
- type = ZONE_ASSIGNMENT;
-
- else if (!_stricmp(n, "ZONE"))
- type = ZONE_ASSIGNMENT;
-
- else if (!_stricmp(n, "SYSTEM_ASSIGNMENT"))
- type = SYSTEM_ASSIGNMENT;
-
- else if (!_stricmp(n, "SYSTEM"))
- type = SYSTEM_ASSIGNMENT;
-
- else if (!_stricmp(n, "MISSION_TEMPLATE"))
- type = MISSION_TEMPLATE;
-
- else if (!_stricmp(n, "MISSION"))
- type = MISSION_TEMPLATE;
-
- else if (!_stricmp(n, "COMBAT_EVENT"))
- type = COMBAT_EVENT;
-
- else if (!_stricmp(n, "EVENT"))
- type = COMBAT_EVENT;
-
- else if (!_stricmp(n, "INTEL_EVENT"))
- type = INTEL_EVENT;
-
- else if (!_stricmp(n, "INTEL"))
- type = INTEL_EVENT;
-
- else if (!_stricmp(n, "CAMPAIGN_SITUATION"))
- type = CAMPAIGN_SITUATION;
-
- else if (!_stricmp(n, "SITREP"))
- type = CAMPAIGN_SITUATION;
-
- else if (!_stricmp(n, "CAMPAIGN_ORDERS"))
- type = CAMPAIGN_ORDERS;
-
- else if (!_stricmp(n, "ORDERS"))
- type = CAMPAIGN_ORDERS;
-
- return type;
-}
-
-int
-CombatAction::StatusFromName(const char* n)
-{
- int stat = 0;
-
- if (!_stricmp(n, "PENDING"))
- stat = PENDING;
-
- else if (!_stricmp(n, "ACTIVE"))
- stat = ACTIVE;
-
- else if (!_stricmp(n, "SKIPPED"))
- stat = SKIPPED;
-
- else if (!_stricmp(n, "FAILED"))
- stat = FAILED;
-
- else if (!_stricmp(n, "COMPLETE"))
- stat = COMPLETE;
-
- return stat;
-}
-
-
-// +----------------------------------------------------------------------+
-
-int
-CombatActionReq::CompFromName(const char* n)
-{
- int comp = 0;
-
- if (!_stricmp(n, "LT"))
- comp = LT;
-
- else if (!_stricmp(n, "LE"))
- comp = LE;
-
- else if (!_stricmp(n, "GT"))
- comp = GT;
-
- else if (!_stricmp(n, "GE"))
- comp = GE;
-
- else if (!_stricmp(n, "EQ"))
- comp = EQ;
-
- else if (!_stricmp(n, "RLT"))
- comp = RLT;
-
- else if (!_stricmp(n, "RLE"))
- comp = RLE;
-
- else if (!_stricmp(n, "RGT"))
- comp = RGT;
-
- else if (!_stricmp(n, "RGE"))
- comp = RGE;
-
- else if (!_stricmp(n, "REQ"))
- comp = REQ;
-
- return comp;
-}