diff options
Diffstat (limited to 'Stars45/CombatAction.cpp')
-rw-r--r-- | Stars45/CombatAction.cpp | 728 |
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; +} |