diff options
Diffstat (limited to 'Stars45/CombatUnit.cpp')
-rw-r--r-- | Stars45/CombatUnit.cpp | 794 |
1 files changed, 409 insertions, 385 deletions
diff --git a/Stars45/CombatUnit.cpp b/Stars45/CombatUnit.cpp index f03b349..7efc017 100644 --- a/Stars45/CombatUnit.cpp +++ b/Stars45/CombatUnit.cpp @@ -1,385 +1,409 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- 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;
-}
-
+/* 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; +} + |