diff options
Diffstat (limited to 'Stars45/Contact.cpp')
-rw-r--r-- | Stars45/Contact.cpp | 754 |
1 files changed, 389 insertions, 365 deletions
diff --git a/Stars45/Contact.cpp b/Stars45/Contact.cpp index 667a9e1..9a4d419 100644 --- a/Stars45/Contact.cpp +++ b/Stars45/Contact.cpp @@ -1,365 +1,389 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Contact.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Integrated (Passive and Active) Sensor Package class implementation
-*/
-
-#include "MemDebug.h"
-#include "Contact.h"
-#include "Drone.h"
-#include "Sensor.h"
-#include "Ship.h"
-#include "Sim.h"
-#include "WeaponDesign.h"
-
-#include "Game.h"
-
-// +----------------------------------------------------------------------+
-
-const int DEFAULT_TRACK_UPDATE = 500; // milliseconds
-const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds
-const double DEFAULT_TRACK_AGE = 10; // 10 seconds
-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)
-{
- 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)
-{
- 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)
-{
- acquire_time = Game::GameTime();
- Observe(shot);
-}
-
-// +----------------------------------------------------------------------+
-
-Contact::~Contact()
-{
- delete [] track;
-}
-
-// +----------------------------------------------------------------------+
-
-int
-Contact::operator == (const Contact& c) const
-{
- if (ship)
- return ship == c.ship;
-
- else if (shot)
- return shot == c.shot;
-
- return 0;
-}
-
-// +----------------------------------------------------------------------+
-
-bool
-Contact::Update(SimObject* obj)
-{
- if (obj == ship || obj == shot) {
- ship = 0;
- shot = 0;
- d_act = 0;
- d_pas = 0;
-
- ClearTrack();
- }
-
- return SimObserver::Update(obj);
-}
-
-const char*
-Contact::GetObserverName() const
-{
- static char name[128];
-
- if (ship)
- sprintf_s(name, "Contact Ship='%s'", ship->Name());
- else if (shot)
- sprintf_s(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName());
- else
- sprintf_s(name, "Contact (unknown)");
-
- return name;
-}
-
-// +----------------------------------------------------------------------+
-
-double
-Contact::Age() const
-{
- double age = 0;
-
- if (!ship && !shot)
- return age;
-
- double seconds = (Game::GameTime() - time) / 1000.0;
-
- age = 1.0 - seconds/DEFAULT_TRACK_AGE;
-
- if (age < 0)
- age = 0;
-
- return age;
-}
-
-int
-Contact::GetIFF(const Ship* observer) const
-{
- int i = 0;
-
- if (ship) {
- i = ship->GetIFF();
-
- // 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
- }
- }
-
- else if (shot && shot->Owner()) {
- i = shot->Owner()->GetIFF();
- }
-
- return i;
-}
-
-bool
-Contact::ActLock() const
-{
- return d_act >= SENSOR_THRESHOLD;
-}
-
-bool
-Contact::PasLock() const
-{
- return d_pas >= SENSOR_THRESHOLD;
-}
-
-// +----------------------------------------------------------------------+
-
-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;
- }
-}
-
-double
-Contact::Range(const Ship* observer, double limit) const
-{
- double r = Point(loc - observer->Location()).length();
-
- // if passive only, return approximate range:
- if (!ActLock()) {
- const int chunk = 25000;
-
- if (!PasLock()) {
- r = (int) limit;
- }
-
- else if (r <= chunk) {
- r = chunk;
- }
-
- else {
- int r1 = (int) (r + chunk/2) / chunk;
- r = r1 * chunk;
- }
- }
-
- return r;
-}
-
-// +----------------------------------------------------------------------+
-
-bool
-Contact::InFront(const Ship* observer) const
-{
- // translate:
- Point targ_pt = loc - observer->Location();
-
- // rotate:
- const Camera* cam = &observer->Cam();
- double tz = targ_pt * cam->vpn();
-
- if (tz > 1.0)
- return true;
-
- return false;
-}
-
-bool
-Contact::Threat(const Ship* observer) const
-{
- 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 (threat && observer->GetIFF() == 0)
- threat = ship->GetIFF() > 1;
- }
-
- 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();
-
- threat = (prng < shot->Design()->lethal_radius);
- }
- }
- }
-
- return threat;
-}
-
-bool
-Contact::Visible(const Ship* observer) const
-{
- // translate:
- Point targ_pt = loc - observer->Location();
- double radius = 0;
-
- if (ship)
- radius = ship->Radius();
-
- else if (shot)
- radius = shot->Radius();
-
- // rotate:
- const Camera* cam = &observer->Cam();
- double rng = targ_pt.length();
-
- return radius/rng > 0.002;
-}
-
-// +----------------------------------------------------------------------+
-
-void
-Contact::Reset()
-{
- if (Game::Paused()) return;
-
- float step_down = (float) (Game::FrameTime() / 10);
-
- if (d_pas > 0)
- d_pas -= 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->d_act > d_act)
- d_act = c->d_act;
- }
-}
-
-void
-Contact::ClearTrack()
-{
- delete [] track;
- track = 0;
- ntrack = 0;
-}
-
-void
-Contact::UpdateTrack()
-{
- time = Game::GameTime();
-
- if (shot || (ship && ship->IsGroundUnit()))
- return;
-
- 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];
-
- track[0] = loc;
- if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++;
- }
-
- track_time = time;
- }
-}
-
-// +----------------------------------------------------------------------+
-
-Point
-Contact::TrackPoint(int i) const
-{
- if (track && i < ntrack)
- return track[i];
-
- return Point();
-}
+/* 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: Contact.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Integrated (Passive and Active) Sensor Package class implementation +*/ + +#include "MemDebug.h" +#include "Contact.h" +#include "Drone.h" +#include "Sensor.h" +#include "Ship.h" +#include "Sim.h" +#include "WeaponDesign.h" + +#include "Game.h" + +// +----------------------------------------------------------------------+ + +const int DEFAULT_TRACK_UPDATE = 500; // milliseconds +const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds +const double DEFAULT_TRACK_AGE = 10; // 10 seconds +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) +{ + 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) +{ + 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) +{ + acquire_time = Game::GameTime(); + Observe(shot); +} + +// +----------------------------------------------------------------------+ + +Contact::~Contact() +{ + delete [] track; +} + +// +----------------------------------------------------------------------+ + +int +Contact::operator == (const Contact& c) const +{ + if (ship) + return ship == c.ship; + + else if (shot) + return shot == c.shot; + + return 0; +} + +// +----------------------------------------------------------------------+ + +bool +Contact::Update(SimObject* obj) +{ + if (obj == ship || obj == shot) { + ship = 0; + shot = 0; + d_act = 0; + d_pas = 0; + + ClearTrack(); + } + + return SimObserver::Update(obj); +} + +const char* +Contact::GetObserverName() const +{ + static char name[128]; + + if (ship) + sprintf_s(name, "Contact Ship='%s'", ship->Name()); + else if (shot) + sprintf_s(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName()); + else + sprintf_s(name, "Contact (unknown)"); + + return name; +} + +// +----------------------------------------------------------------------+ + +double +Contact::Age() const +{ + double age = 0; + + if (!ship && !shot) + return age; + + double seconds = (Game::GameTime() - time) / 1000.0; + + age = 1.0 - seconds/DEFAULT_TRACK_AGE; + + if (age < 0) + age = 0; + + return age; +} + +int +Contact::GetIFF(const Ship* observer) const +{ + int i = 0; + + if (ship) { + i = ship->GetIFF(); + + // 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 + } + } + + else if (shot && shot->Owner()) { + i = shot->Owner()->GetIFF(); + } + + return i; +} + +bool +Contact::ActLock() const +{ + return d_act >= SENSOR_THRESHOLD; +} + +bool +Contact::PasLock() const +{ + return d_pas >= SENSOR_THRESHOLD; +} + +// +----------------------------------------------------------------------+ + +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; + } +} + +double +Contact::Range(const Ship* observer, double limit) const +{ + double r = Point(loc - observer->Location()).length(); + + // if passive only, return approximate range: + if (!ActLock()) { + const int chunk = 25000; + + if (!PasLock()) { + r = (int) limit; + } + + else if (r <= chunk) { + r = chunk; + } + + else { + int r1 = (int) (r + chunk/2) / chunk; + r = r1 * chunk; + } + } + + return r; +} + +// +----------------------------------------------------------------------+ + +bool +Contact::InFront(const Ship* observer) const +{ + // translate: + Point targ_pt = loc - observer->Location(); + + // rotate: + const Camera* cam = &observer->Cam(); + double tz = targ_pt * cam->vpn(); + + if (tz > 1.0) + return true; + + return false; +} + +bool +Contact::Threat(const Ship* observer) const +{ + 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 (threat && observer->GetIFF() == 0) + threat = ship->GetIFF() > 1; + } + + 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(); + + threat = (prng < shot->Design()->lethal_radius); + } + } + } + + return threat; +} + +bool +Contact::Visible(const Ship* observer) const +{ + // translate: + Point targ_pt = loc - observer->Location(); + double radius = 0; + + if (ship) + radius = ship->Radius(); + + else if (shot) + radius = shot->Radius(); + + // rotate: + const Camera* cam = &observer->Cam(); + double rng = targ_pt.length(); + + return radius/rng > 0.002; +} + +// +----------------------------------------------------------------------+ + +void +Contact::Reset() +{ + if (Game::Paused()) return; + + float step_down = (float) (Game::FrameTime() / 10); + + if (d_pas > 0) + d_pas -= 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->d_act > d_act) + d_act = c->d_act; + } +} + +void +Contact::ClearTrack() +{ + delete [] track; + track = 0; + ntrack = 0; +} + +void +Contact::UpdateTrack() +{ + time = Game::GameTime(); + + if (shot || (ship && ship->IsGroundUnit())) + return; + + 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]; + + track[0] = loc; + if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++; + } + + track_time = time; + } +} + +// +----------------------------------------------------------------------+ + +Point +Contact::TrackPoint(int i) const +{ + if (track && i < ntrack) + return track[i]; + + return Point(); +} |