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-rw-r--r--Stars45/Contact.cpp362
1 files changed, 181 insertions, 181 deletions
diff --git a/Stars45/Contact.cpp b/Stars45/Contact.cpp
index f77c1e3..8f5678c 100644
--- a/Stars45/Contact.cpp
+++ b/Stars45/Contact.cpp
@@ -1,15 +1,15 @@
/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: Contact.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: Contact.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Integrated (Passive and Active) Sensor Package class implementation
+ OVERVIEW
+ ========
+ Integrated (Passive and Active) Sensor Package class implementation
*/
#include "MemDebug.h"
@@ -32,33 +32,33 @@ const double SENSOR_THRESHOLD = 0.25;
// +----------------------------------------------------------------------+
Contact::Contact()
- : ship(0), shot(0), d_pas(0.0f), d_act(0.0f),
- track(0), ntrack(0), time(0), track_time(0), probe(false)
+: ship(0), shot(0), d_pas(0.0f), d_act(0.0f),
+track(0), ntrack(0), time(0), track_time(0), probe(false)
{
- acquire_time = Game::GameTime();
+ acquire_time = Game::GameTime();
}
Contact::Contact(Ship* s, float p, float a)
- : ship(s), shot(0), d_pas(p), d_act(a),
- track(0), ntrack(0), time(0), track_time(0), probe(false)
+: ship(s), shot(0), d_pas(p), d_act(a),
+track(0), ntrack(0), time(0), track_time(0), probe(false)
{
- acquire_time = Game::GameTime();
- Observe(ship);
+ acquire_time = Game::GameTime();
+ Observe(ship);
}
Contact::Contact(Shot* s, float p, float a)
- : ship(0), shot(s), d_pas(p), d_act(a),
- track(0), ntrack(0), time(0), track_time(0), probe(false)
+: ship(0), shot(s), d_pas(p), d_act(a),
+track(0), ntrack(0), time(0), track_time(0), probe(false)
{
- acquire_time = Game::GameTime();
- Observe(shot);
+ acquire_time = Game::GameTime();
+ Observe(shot);
}
// +----------------------------------------------------------------------+
Contact::~Contact()
{
- delete [] track;
+ delete [] track;
}
// +----------------------------------------------------------------------+
@@ -66,13 +66,13 @@ Contact::~Contact()
int
Contact::operator == (const Contact& c) const
{
- if (ship)
- return ship == c.ship;
+ if (ship)
+ return ship == c.ship;
- else if (shot)
- return shot == c.shot;
+ else if (shot)
+ return shot == c.shot;
- return 0;
+ return 0;
}
// +----------------------------------------------------------------------+
@@ -80,31 +80,31 @@ Contact::operator == (const Contact& c) const
bool
Contact::Update(SimObject* obj)
{
- if (obj == ship || obj == shot) {
- ship = 0;
- shot = 0;
- d_act = 0;
- d_pas = 0;
+ if (obj == ship || obj == shot) {
+ ship = 0;
+ shot = 0;
+ d_act = 0;
+ d_pas = 0;
- ClearTrack();
- }
+ ClearTrack();
+ }
- return SimObserver::Update(obj);
+ return SimObserver::Update(obj);
}
const char*
Contact::GetObserverName() const
{
- static char name[128];
+ static char name[128];
- if (ship)
- sprintf(name, "Contact Ship='%s'", ship->Name());
- else if (shot)
- sprintf(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName());
- else
- sprintf(name, "Contact (unknown)");
+ if (ship)
+ sprintf(name, "Contact Ship='%s'", ship->Name());
+ else if (shot)
+ sprintf(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName());
+ else
+ sprintf(name, "Contact (unknown)");
- return name;
+ return name;
}
// +----------------------------------------------------------------------+
@@ -112,56 +112,56 @@ Contact::GetObserverName() const
double
Contact::Age() const
{
- double age = 0;
+ double age = 0;
- if (!ship && !shot)
- return age;
+ if (!ship && !shot)
+ return age;
- double seconds = (Game::GameTime() - time) / 1000.0;
+ double seconds = (Game::GameTime() - time) / 1000.0;
- age = 1.0 - seconds/DEFAULT_TRACK_AGE;
+ age = 1.0 - seconds/DEFAULT_TRACK_AGE;
- if (age < 0)
- age = 0;
+ if (age < 0)
+ age = 0;
- return age;
+ return age;
}
int
Contact::GetIFF(const Ship* observer) const
{
- int i = 0;
+ int i = 0;
- if (ship) {
- i = ship->GetIFF();
+ if (ship) {
+ i = ship->GetIFF();
- // if the contact is on our side or has locked us up,
- // we know whose side he's on.
+ // if the contact is on our side or has locked us up,
+ // we know whose side he's on.
- // Otherwise:
- if (i != observer->GetIFF() && !Threat(observer)) {
- if (d_pas < 2*SENSOR_THRESHOLD && d_act < SENSOR_THRESHOLD && !Visible(observer))
- i = -1000; // indeterminate iff reading
- }
- }
+ // Otherwise:
+ if (i != observer->GetIFF() && !Threat(observer)) {
+ if (d_pas < 2*SENSOR_THRESHOLD && d_act < SENSOR_THRESHOLD && !Visible(observer))
+ i = -1000; // indeterminate iff reading
+ }
+ }
- else if (shot && shot->Owner()) {
- i = shot->Owner()->GetIFF();
- }
+ else if (shot && shot->Owner()) {
+ i = shot->Owner()->GetIFF();
+ }
- return i;
+ return i;
}
bool
Contact::ActLock() const
{
- return d_act >= SENSOR_THRESHOLD;
+ return d_act >= SENSOR_THRESHOLD;
}
bool
Contact::PasLock() const
{
- return d_pas >= SENSOR_THRESHOLD;
+ return d_pas >= SENSOR_THRESHOLD;
}
// +----------------------------------------------------------------------+
@@ -169,54 +169,54 @@ Contact::PasLock() const
void
Contact::GetBearing(const Ship* observer, double& az, double& el, double& rng) const
{
- // translate:
- Point targ_pt = loc - observer->Location();
-
- // rotate:
- const Camera* cam = &observer->Cam();
- double tx = targ_pt * cam->vrt();
- double ty = targ_pt * cam->vup();
- double tz = targ_pt * cam->vpn();
-
- // convert to spherical coords:
- rng = targ_pt.length();
- az = asin(fabs(tx) / rng);
- el = asin(fabs(ty) / rng);
-
- if (tx < 0) az = -az;
- if (ty < 0) el = -el;
-
- // correct az/el for back hemisphere:
- if (tz < 0) {
- if (az < 0) az = -PI - az;
- else az = PI - az;
- }
+ // translate:
+ Point targ_pt = loc - observer->Location();
+
+ // rotate:
+ const Camera* cam = &observer->Cam();
+ double tx = targ_pt * cam->vrt();
+ double ty = targ_pt * cam->vup();
+ double tz = targ_pt * cam->vpn();
+
+ // convert to spherical coords:
+ rng = targ_pt.length();
+ az = asin(fabs(tx) / rng);
+ el = asin(fabs(ty) / rng);
+
+ if (tx < 0) az = -az;
+ if (ty < 0) el = -el;
+
+ // correct az/el for back hemisphere:
+ if (tz < 0) {
+ if (az < 0) az = -PI - az;
+ else az = PI - az;
+ }
}
double
Contact::Range(const Ship* observer, double limit) const
{
- double r = Point(loc - observer->Location()).length();
+ double r = Point(loc - observer->Location()).length();
- // if passive only, return approximate range:
- if (!ActLock()) {
- const int chunk = 25000;
+ // if passive only, return approximate range:
+ if (!ActLock()) {
+ const int chunk = 25000;
- if (!PasLock()) {
- r = (int) limit;
- }
+ if (!PasLock()) {
+ r = (int) limit;
+ }
- else if (r <= chunk) {
- r = chunk;
- }
+ else if (r <= chunk) {
+ r = chunk;
+ }
- else {
- int r1 = (int) (r + chunk/2) / chunk;
- r = r1 * chunk;
- }
- }
+ else {
+ int r1 = (int) (r + chunk/2) / chunk;
+ r = r1 * chunk;
+ }
+ }
- return r;
+ return r;
}
// +----------------------------------------------------------------------+
@@ -224,69 +224,69 @@ Contact::Range(const Ship* observer, double limit) const
bool
Contact::InFront(const Ship* observer) const
{
- // translate:
- Point targ_pt = loc - observer->Location();
+ // translate:
+ Point targ_pt = loc - observer->Location();
- // rotate:
- const Camera* cam = &observer->Cam();
- double tz = targ_pt * cam->vpn();
+ // rotate:
+ const Camera* cam = &observer->Cam();
+ double tz = targ_pt * cam->vpn();
- if (tz > 1.0)
- return true;
+ if (tz > 1.0)
+ return true;
- return false;
+ return false;
}
bool
Contact::Threat(const Ship* observer) const
{
- bool threat = false;
+ bool threat = false;
- if (observer && observer->Life() != 0) {
- if (ship && ship->Life() != 0) {
- threat = (ship->GetIFF() &&
- ship->GetIFF() != observer->GetIFF() &&
- ship->GetEMCON() > 2 &&
- ship->IsTracking((Ship*) observer) &&
- ship->Weapons().size() > 0);
+ if (observer && observer->Life() != 0) {
+ if (ship && ship->Life() != 0) {
+ threat = (ship->GetIFF() &&
+ ship->GetIFF() != observer->GetIFF() &&
+ ship->GetEMCON() > 2 &&
+ ship->IsTracking((Ship*) observer) &&
+ ship->Weapons().size() > 0);
- if (threat && observer->GetIFF() == 0)
- threat = ship->GetIFF() > 1;
- }
+ if (threat && observer->GetIFF() == 0)
+ threat = ship->GetIFF() > 1;
+ }
- else if (shot) {
- threat = shot->IsTracking((Ship*) observer);
+ else if (shot) {
+ threat = shot->IsTracking((Ship*) observer);
- if (!threat && shot->Design()->probe && shot->GetIFF() != observer->GetIFF()) {
- Point probe_pt = shot->Location() - observer->Location();
- double prng = probe_pt.length();
+ if (!threat && shot->Design()->probe && shot->GetIFF() != observer->GetIFF()) {
+ Point probe_pt = shot->Location() - observer->Location();
+ double prng = probe_pt.length();
- threat = (prng < shot->Design()->lethal_radius);
- }
- }
- }
+ threat = (prng < shot->Design()->lethal_radius);
+ }
+ }
+ }
- return threat;
+ return threat;
}
bool
Contact::Visible(const Ship* observer) const
{
- // translate:
- Point targ_pt = loc - observer->Location();
- double radius = 0;
-
- if (ship)
- radius = ship->Radius();
+ // translate:
+ Point targ_pt = loc - observer->Location();
+ double radius = 0;
- else if (shot)
- radius = shot->Radius();
+ if (ship)
+ radius = ship->Radius();
- // rotate:
- const Camera* cam = &observer->Cam();
- double rng = targ_pt.length();
+ else if (shot)
+ radius = shot->Radius();
- return radius/rng > 0.002;
+ // rotate:
+ const Camera* cam = &observer->Cam();
+ double rng = targ_pt.length();
+
+ return radius/rng > 0.002;
}
// +----------------------------------------------------------------------+
@@ -294,63 +294,63 @@ Contact::Visible(const Ship* observer) const
void
Contact::Reset()
{
- if (Game::Paused()) return;
+ if (Game::Paused()) return;
- float step_down = (float) (Game::FrameTime() / 10);
+ float step_down = (float) (Game::FrameTime() / 10);
- if (d_pas > 0)
- d_pas -= step_down;
+ if (d_pas > 0)
+ d_pas -= step_down;
- if (d_act > 0)
- d_act -= step_down;
+ if (d_act > 0)
+ d_act -= step_down;
}
void
Contact::Merge(Contact* c)
{
- if (c->GetShip() == ship && c->GetShot() == shot) {
- if (c->d_pas > d_pas)
- d_pas = c->d_pas;
+ if (c->GetShip() == ship && c->GetShot() == shot) {
+ if (c->d_pas > d_pas)
+ d_pas = c->d_pas;
- if (c->d_act > d_act)
- d_act = c->d_act;
- }
+ if (c->d_act > d_act)
+ d_act = c->d_act;
+ }
}
void
Contact::ClearTrack()
{
- delete [] track;
- track = 0;
- ntrack = 0;
+ delete [] track;
+ track = 0;
+ ntrack = 0;
}
void
Contact::UpdateTrack()
{
- time = Game::GameTime();
+ time = Game::GameTime();
- if (shot || (ship && ship->IsGroundUnit()))
- return;
+ if (shot || (ship && ship->IsGroundUnit()))
+ return;
- if (!track) {
- track = new(__FILE__,__LINE__) Point[DEFAULT_TRACK_LENGTH];
- track[0] = loc;
- ntrack = 1;
- track_time = time;
- }
+ if (!track) {
+ track = new(__FILE__,__LINE__) Point[DEFAULT_TRACK_LENGTH];
+ track[0] = loc;
+ ntrack = 1;
+ track_time = time;
+ }
- else if (time - track_time > DEFAULT_TRACK_UPDATE) {
- if (loc != track[0]) {
- for (int i = DEFAULT_TRACK_LENGTH-2; i >= 0; i--)
- track[i+1] = track[i];
+ else if (time - track_time > DEFAULT_TRACK_UPDATE) {
+ if (loc != track[0]) {
+ for (int i = DEFAULT_TRACK_LENGTH-2; i >= 0; i--)
+ track[i+1] = track[i];
- track[0] = loc;
- if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++;
- }
+ track[0] = loc;
+ if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++;
+ }
- track_time = time;
- }
+ track_time = time;
+ }
}
// +----------------------------------------------------------------------+
@@ -358,8 +358,8 @@ Contact::UpdateTrack()
Point
Contact::TrackPoint(int i) const
{
- if (track && i < ntrack)
- return track[i];
+ if (track && i < ntrack)
+ return track[i];
- return Point();
+ return Point();
}