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+/* 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: CombatUnit.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ A ship, station, or ground unit in the dynamic campaign.
+*/
+
+#include "MemDebug.h"
+#include "CombatUnit.h"
+#include "CombatGroup.h"
+#include "Campaign.h"
+#include "ShipDesign.h"
+#include "Ship.h"
+
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+inline double random() { return (double) rand() / (double) RAND_MAX; }
+
+// +----------------------------------------------------------------------+
+
+CombatUnit::CombatUnit(const char* n, const char* reg, int t, const char* d, int c, int i)
+: name(n), regnum(reg), type(t), design_name(d), design(0),
+count(c), iff(i), leader(false), dead_count(0), available(c),
+carrier(0), plan_value(0), launch_time(-1e6), jump_time(0),
+sustained_damage(0), target(0), group(0), heading(0)
+{ }
+
+CombatUnit::CombatUnit(const CombatUnit& u)
+: name(u.name), regnum(u.regnum), type(u.type), design_name(u.design_name),
+design(u.design), count(u.count), iff(u.iff),
+dead_count(u.dead_count), available(u.available),
+leader(u.leader), region(u.region), location(u.location),
+carrier(u.carrier), plan_value(0), launch_time(u.launch_time),
+jump_time(u.jump_time), sustained_damage(u.sustained_damage),
+target(0), group(0), heading(u.heading)
+{ }
+
+// +----------------------------------------------------------------------+
+
+const ShipDesign*
+CombatUnit::GetDesign()
+{
+ if (!design)
+ design = ShipDesign::Get(design_name);
+
+ return design;
+}
+
+int
+CombatUnit::GetShipClass() const
+{
+ if (design)
+ return design->type;
+
+ return type;
+}
+
+int
+CombatUnit::GetValue() const
+{
+ return GetSingleValue() * LiveCount();
+}
+
+int
+CombatUnit::GetSingleValue() const
+{
+ return Ship::Value(GetShipClass());
+}
+
+// +----------------------------------------------------------------------+
+
+const char*
+CombatUnit::GetDescription() const
+{
+ if (!design) {
+ CombatUnit* pThis = (CombatUnit*) this; // cast-away const
+ pThis->GetDesign();
+ }
+
+ static char desc[256];
+
+ if (!design) {
+ strcpy_s(desc, Game::GetText("[unknown]").data());
+ }
+
+ else if (count > 1) {
+ sprintf_s(desc, "%dx %s %s", LiveCount(), design->abrv, design->DisplayName());
+ }
+
+ else {
+ if (regnum.length() > 0)
+ sprintf_s(desc, "%s-%s %s", design->abrv, (const char*) regnum, (const char*) name);
+ else
+ sprintf_s(desc, "%s %s", design->abrv, (const char*) name);
+
+ if (dead_count > 0) {
+ strcat_s(desc, " ");
+ strcat_s(desc, Game::GetText("killed.in.action"));
+ }
+ }
+
+ return desc;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+CombatUnit::CanLaunch() const
+{
+ bool result = false;
+
+ switch (type) {
+ case Ship::FIGHTER:
+ case Ship::ATTACK: result = (Campaign::Stardate() - launch_time) >= 300;
+ break;
+
+ case Ship::CORVETTE:
+ case Ship::FRIGATE:
+ case Ship::DESTROYER:
+ case Ship::CRUISER:
+ case Ship::CARRIER: result = true;
+ break;
+ }
+
+ return result;
+}
+
+// +----------------------------------------------------------------------+
+
+Color
+CombatUnit::MarkerColor() const
+{
+ return Ship::IFFColor(iff);
+}
+
+bool
+CombatUnit::IsGroundUnit() const
+{
+ return (design && (design->type & Ship::GROUND_UNITS)) ? true : false;
+}
+
+bool
+CombatUnit::IsStarship() const
+{
+ return (design && (design->type & Ship::STARSHIPS)) ? true : false;
+}
+
+bool
+CombatUnit::IsDropship() const
+{
+ return (design && (design->type & Ship::DROPSHIPS)) ? true : false;
+}
+
+bool
+CombatUnit::IsStatic() const
+{
+ return design && (design->type >= Ship::STATION);
+}
+
+// +----------------------------------------------------------------------+
+
+double
+CombatUnit::MaxRange() const
+{
+ return 100e3;
+}
+
+double CombatUnit::MaxEffectiveRange() const
+{
+ return 50e3;
+}
+
+double CombatUnit::OptimumRange() const
+{
+ if (type == Ship::FIGHTER || type == Ship::ATTACK)
+ return 15e3;
+
+ return 30e3;
+}
+
+// +----------------------------------------------------------------------+
+
+bool CombatUnit::CanDefend(CombatUnit* unit) const
+{
+ if (unit == 0 || unit == this)
+ return false;
+
+ if (type > Ship::STATION)
+ return false;
+
+ double distance = (location - unit->location).length();
+
+ if (type > unit->type)
+ return false;
+
+ if (distance > MaxRange())
+ return false;
+
+ return true;
+}
+
+// +----------------------------------------------------------------------+
+
+double CombatUnit::PowerVersus(CombatUnit* tgt) const
+{
+ if (tgt == 0 || tgt == this || available < 1)
+ return 0;
+
+ if (type > Ship::STATION)
+ return 0;
+
+ double effectiveness = 1;
+ double distance = (location - tgt->location).length();
+
+ if (distance > MaxRange())
+ return 0;
+
+ if (distance > MaxEffectiveRange())
+ effectiveness = 0.5;
+
+ if (type == Ship::FIGHTER) {
+ if (tgt->type == Ship::FIGHTER || tgt->type == Ship::ATTACK)
+ return Ship::FIGHTER * 2 * available * effectiveness;
+ else
+ return 0;
+ }
+ else if (type == Ship::ATTACK) {
+ if (tgt->type > Ship::ATTACK)
+ return Ship::ATTACK * 3 * available * effectiveness;
+ else
+ return 0;
+ }
+ else if (type == Ship::CARRIER) {
+ return 0;
+ }
+ else if (type == Ship::SWACS) {
+ return 0;
+ }
+ else if (type == Ship::CRUISER) {
+ if (tgt->type <= Ship::ATTACK)
+ return type * effectiveness;
+
+ else
+ return 0;
+ }
+ else {
+ if (tgt->type > Ship::ATTACK)
+ return type * effectiveness;
+ else
+ return type * 0.1 * effectiveness;
+ }
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+int
+CombatUnit::AssignMission()
+{
+ int assign = count;
+
+ if (count > 4)
+ assign = 4;
+
+ if (assign > 0) {
+ available -= assign;
+ launch_time = Campaign::Stardate();
+ return assign;
+ }
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+CombatUnit::CompleteMission()
+{
+ Disengage();
+
+ if (count > 4)
+ available += 4;
+
+ else
+ available += count;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+CombatUnit::MoveTo(const Point& loc)
+{
+ if (!carrier)
+ location = loc;
+ else
+ location = carrier->location;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+CombatUnit::Engage(CombatUnit* tgt)
+{
+ if (!tgt)
+ Disengage();
+
+ else if (!tgt->attackers.contains(this))
+ tgt->attackers.append(this);
+
+ target = tgt;
+}
+
+void
+CombatUnit::Disengage()
+{
+ if (target)
+ target->attackers.remove(this);
+
+ target = 0;
+}
+
+// +----------------------------------------------------------------------+
+
+static int KillGroup(CombatGroup* group)
+{
+ int value_killed = 0;
+
+ if (group) {
+ ListIter<CombatUnit> u_iter = group->GetUnits();
+ while (++u_iter) {
+ CombatUnit* u = u_iter.value();
+ value_killed += u->Kill(u->LiveCount());
+ }
+
+ ListIter<CombatGroup> g_iter = group->GetComponents();
+ while (++g_iter) {
+ CombatGroup* g = g_iter.value();
+ value_killed += KillGroup(g);
+ }
+ }
+
+ return value_killed;
+}
+
+int
+CombatUnit::Kill(int n)
+{
+ int killed = n;
+
+ if (killed > LiveCount())
+ killed = LiveCount();
+
+ dead_count += killed;
+
+ int value_killed = killed * GetSingleValue();
+
+ if (killed) {
+ // if unit could support children, kill them too:
+ if (type == Ship::CARRIER ||
+ type == Ship::STATION ||
+ type == Ship::STARBASE) {
+
+ if (group) {
+ ListIter<CombatGroup> iter = group->GetComponents();
+ while (++iter) {
+ CombatGroup* g = iter.value();
+ value_killed += KillGroup(g);
+ }
+ }
+ }
+ }
+
+ return value_killed;
+}
+