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-rw-r--r--Stars45/CombatAction.cpp728
1 files changed, 376 insertions, 352 deletions
diff --git a/Stars45/CombatAction.cpp b/Stars45/CombatAction.cpp
index 5098747..15d17a6 100644
--- a/Stars45/CombatAction.cpp
+++ b/Stars45/CombatAction.cpp
@@ -1,352 +1,376 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CombatAction.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- A significant (newsworthy) event in the dynamic campaign.
-*/
-
-#include "MemDebug.h"
-#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(__FILE__,__LINE__) CombatActionReq(action, stat, not));
-}
-
-void
-CombatAction::AddRequirement(Combatant* c1, Combatant* c2, int comp, int score)
-{
- requirements.append(new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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;
-}
+/* 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: CombatAction.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ A significant (newsworthy) event in the dynamic campaign.
+*/
+
+#include "MemDebug.h"
+#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(__FILE__,__LINE__) CombatActionReq(action, stat, not));
+}
+
+void
+CombatAction::AddRequirement(Combatant* c1, Combatant* c2, int comp, int score)
+{
+ requirements.append(new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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;
+}