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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
+ FILE: Element.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Package Element (e.g. Flight) class implementation
+*/
+
+#include "MemDebug.h"
+#include "Element.h"
+#include "Instruction.h"
+#include "RadioMessage.h"
+#include "RadioHandler.h"
+#include "Sim.h"
+#include "Ship.h"
+#include "NetUtil.h"
+
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+static int id_key = 1000;
+
+Element::Element(const char* call_sign, int a_iff, int a_type)
+ : id(id_key++), name(call_sign), type(a_type), iff(a_iff),
+ player(0), command_ai(1), commander(0), assignment(0), carrier(0),
+ combat_group(0), combat_unit(0), launch_time(0), hold_time(0),
+ zone_lock(0), respawns(0), count(0), rogue(false), playable(true), intel(0)
+{
+ if (!call_sign) {
+ char buf[32];
+ sprintf_s(buf, "Pkg %d", id);
+ name = buf;
+ }
+
+ SetLoadout(0);
+}
+
+Element::~Element()
+{
+ flight_plan.destroy();
+ objectives.destroy();
+ instructions.destroy();
+
+ for (int i = 0; i < ships.size(); i++)
+ ships[i]->SetElement(0);
+
+ respawns = 0;
+}
+
+// +----------------------------------------------------------------------+
+
+int
+Element::AddShip(Ship* ship, int index)
+{
+ if (ship && !ships.contains(ship)) {
+ Observe(ship);
+
+ if (index < 0) {
+ ships.append(ship);
+ index = ships.size();
+ }
+ else {
+ ships.insert(ship, index-1);
+ }
+
+ ship->SetElement(this);
+
+ if (respawns < ship->RespawnCount())
+ respawns = ship->RespawnCount();
+ }
+
+ return index;
+}
+
+void
+Element::DelShip(Ship* ship)
+{
+ if (ship && ships.contains(ship)) {
+ ships.remove(ship);
+ ship->SetElement(0);
+
+ if (ships.isEmpty())
+ respawns = ship->RespawnCount();
+ }
+}
+
+Ship*
+Element::GetShip(int index)
+{
+ if (index >= 1 && index <= ships.size())
+ return ships[index-1];
+
+ return 0;
+}
+
+int
+Element::GetShipClass()
+{
+ if (ships.size())
+ return ships[0]->Class();
+
+ return 0;
+}
+
+int
+Element::FindIndex(const Ship* s)
+{
+ return ships.index(s) + 1;
+}
+
+bool
+Element::Contains(const Ship* s)
+{
+ return ships.contains(s);
+}
+
+bool
+Element::IsActive() const
+{
+ bool active = false;
+
+ for (int i = 0; i < ships.size() && !active; i++) {
+ Ship* s = ships[i];
+ if (s->Life() && s->MissionClock())
+ active = true;
+ }
+
+ return active;
+}
+
+bool
+Element::IsFinished() const
+{
+ bool finished = false;
+
+ if (launch_time > 0 && respawns < 1) {
+ finished = true;
+
+ if (ships.size() > 0) {
+ for (int i = 0; i < ships.size() && finished; i++) {
+ Ship* s = ships[i];
+ if (s->RespawnCount() > 0 ||
+ s->MissionClock() == 0 ||
+ s->Life() && !s->GetInbound())
+ finished = false;
+ }
+ }
+ }
+
+ return finished;
+}
+
+bool
+Element::IsNetObserver() const
+{
+ bool observer = !IsSquadron();
+
+ for (int i = 0; i < ships.size() && observer; i++) {
+ Ship* s = ships[i];
+
+ if (!s->IsNetObserver())
+ observer = false;
+ }
+
+ return observer;
+}
+
+bool
+Element::IsSquadron() const
+{
+ return count > 0;
+}
+
+bool
+Element::IsStatic() const
+{
+ if (IsSquadron() || IsFinished())
+ return false;
+
+ const Ship* s = ships.at(0);
+ if (s && s->IsStatic())
+ return true;
+
+ return false;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+Element::IsHostileTo(const Ship* s) const
+{
+ if (iff <= 0 || iff >= 100 || !s || launch_time == 0 || IsFinished())
+ return false;
+
+ if (IsSquadron())
+ return false;
+
+ if (s->IsRogue())
+ return true;
+
+ int s_iff = s->GetIFF();
+
+ if (s_iff <= 0 || s_iff >= 100 || s_iff == iff)
+ return false;
+
+ if (ships.size() > 0 && ships[0]->GetRegion() != s->GetRegion())
+ return false;
+
+ return true;
+}
+
+bool
+Element::IsHostileTo(int iff_code) const
+{
+ if (iff <= 0 || iff >= 100 || launch_time == 0 || IsFinished())
+ return false;
+
+ if (IsSquadron())
+ return false;
+
+ if (iff_code <= 0 || iff_code >= 100 || iff_code == iff)
+ return false;
+
+ return true;
+}
+
+bool
+Element::IsObjectiveTargetOf(const Ship* s) const
+{
+ if (!s || launch_time == 0 || IsFinished())
+ return false;
+
+ const char* e_name = Name().data();
+ int e_len = Name().length();
+
+ Instruction* orders = s->GetRadioOrders();
+ if (orders && orders->Action() > Instruction::SWEEP) {
+ const char* o_name = orders->TargetName();
+ int o_len = 0;
+
+ if (o_name && *o_name)
+ o_len = strlen(o_name);
+
+ if (e_len < o_len)
+ o_len = e_len;
+
+ if (!strncmp(e_name, o_name, o_len))
+ return true;
+ }
+
+ Element* elem = s->GetElement();
+ if (elem) {
+ for (int i = 0; i < elem->NumObjectives(); i++) {
+ Instruction* obj = elem->GetObjective(i);
+
+ if (obj) {
+ const char* o_name = obj->TargetName();
+ int o_len = 0;
+
+ if (o_name && *o_name)
+ o_len = strlen(o_name);
+
+ if (e_len < o_len)
+ o_len = e_len;
+
+ if (!strncmp(e_name, o_name, o_len))
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::SetLaunchTime(DWORD t)
+{
+ if (launch_time == 0 || t == 0)
+ launch_time = t;
+}
+
+double
+Element::GetHoldTime()
+{
+ return hold_time;
+}
+
+void
+Element::SetHoldTime(double t)
+{
+ if (t >= 0)
+ hold_time = t;
+}
+
+bool
+Element::GetZoneLock()
+{
+ return zone_lock;
+}
+
+void
+Element::SetZoneLock(bool z)
+{
+ zone_lock = z;
+}
+
+void
+Element::SetLoadout(int* l)
+{
+ if (l) {
+ CopyMemory(load, l, sizeof(load));
+ }
+ else {
+ for (int i = 0; i < 16; i++)
+ load[i] = -1;
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+Element::Update(SimObject* obj)
+{
+ // false alarm, keep watching:
+ if (obj->Life() != 0) {
+ ::Print("Element (%s) false update on (%s) life = %f\n", Name().data(), obj->Name(), obj->Life());
+ return false;
+ }
+
+ Ship* s = (Ship*) obj;
+ ships.remove(s);
+
+ if (ships.isEmpty())
+ respawns = s->RespawnCount();
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+Element::GetObserverName() const
+{
+ return (const char*) (Text("Element ") + Name());
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::AddNavPoint(Instruction* pt, Instruction* afterPoint, bool send)
+{
+ if (pt && !flight_plan.contains(pt)) {
+ int index = -1;
+
+ if (afterPoint) {
+ index = flight_plan.index(afterPoint);
+
+ if (index > -1)
+ flight_plan.insert(pt, index+1);
+ else
+ flight_plan.append(pt);
+ }
+
+ else {
+ flight_plan.append(pt);
+ }
+
+ if (send) {
+ NetUtil::SendNavData(true, this, index, pt);
+ }
+ }
+}
+
+void
+Element::DelNavPoint(Instruction* pt, bool send)
+{
+ // XXX MEMORY LEAK
+ // This is a small memory leak, but I'm not sure if it is
+ // safe to delete the navpoint when removing it from the
+ // flight plan. Other ships in the element might have
+ // pointers to the object...?
+
+ if (pt) {
+ int index = flight_plan.index(pt);
+ flight_plan.remove(pt);
+
+ if (send) {
+ NetUtil::SendNavDelete(this, index);
+ }
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::ClearFlightPlan(bool send)
+{
+ hold_time = 0;
+ flight_plan.destroy();
+ objectives.destroy();
+ instructions.destroy();
+
+ if (send) {
+ NetUtil::SendNavDelete(this, -1);
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+Instruction*
+Element::GetNextNavPoint()
+{
+ if (hold_time <= 0 && flight_plan.size() > 0) {
+ ListIter<Instruction> iter = flight_plan;
+ while (++iter) {
+ Instruction* navpt = iter.value();
+
+ if (navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0)
+ return navpt;
+
+ if (navpt->Status() <= Instruction::ACTIVE)
+ return navpt;
+ }
+ }
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+int
+Element::GetNavIndex(const Instruction* n)
+{
+ int index = 0;
+
+ if (flight_plan.size() > 0) {
+ ListIter<Instruction> navpt = flight_plan;
+ while (++navpt) {
+ index++;
+ if (navpt.value() == n)
+ return index;
+ }
+ }
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+List<Instruction>&
+Element::GetFlightPlan()
+{
+ return flight_plan;
+}
+
+int
+Element::FlightPlanLength()
+{
+ return flight_plan.size();
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::ClearObjectives()
+{
+ objectives.destroy();
+}
+
+void
+Element::AddObjective(Instruction* obj)
+{
+ objectives.append(obj);
+}
+
+Instruction*
+Element::GetObjective(int index)
+{
+ if (objectives.isEmpty())
+ return 0;
+
+ if (index < 0)
+ index = 0;
+
+ else if (index >= objectives.size())
+ index = index % objectives.size();
+
+ return objectives.at(index);
+}
+
+Instruction*
+Element::GetTargetObjective()
+{
+ for (int i = 0; i < objectives.size(); i++) {
+ Instruction* obj = objectives[i];
+
+ if (obj->Status() <= Instruction::ACTIVE) {
+ switch (obj->Action()) {
+ case Instruction::INTERCEPT:
+ case Instruction::STRIKE:
+ case Instruction::ASSAULT:
+ case Instruction::SWEEP:
+ case Instruction::PATROL:
+ case Instruction::RECON:
+ case Instruction::ESCORT:
+ case Instruction::DEFEND:
+ return obj;
+
+ default:
+ break;
+ }
+ }
+ }
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::ClearInstructions()
+{
+ instructions.clear();
+}
+
+void
+Element::AddInstruction(const char* instr)
+{
+ instructions.append(new(__FILE__,__LINE__) Text(instr));
+}
+
+Text
+Element::GetInstruction(int index)
+{
+ if (instructions.isEmpty())
+ return Text();
+
+ if (index < 0)
+ index = 0;
+
+ if (index >= instructions.size())
+ index = index % instructions.size();
+
+ return *instructions.at(index);
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::ResumeAssignment()
+{
+ SetAssignment(0);
+
+ if (objectives.isEmpty())
+ return;
+
+ Instruction* objective = 0;
+
+ for (int i = 0; i < objectives.size() && !objective; i++) {
+ Instruction* instr = objectives[i];
+
+ if (instr->Status() <= Instruction::ACTIVE) {
+ switch (instr->Action()) {
+ case Instruction::INTERCEPT:
+ case Instruction::STRIKE:
+ case Instruction::ASSAULT:
+ objective = instr;
+ break;
+ }
+ }
+ }
+
+ if (objective) {
+ Sim* sim = Sim::GetSim();
+
+ ListIter<Element> iter = sim->GetElements();
+ while (++iter) {
+ Element* elem = iter.value();
+ SimObject* tgt = objective->GetTarget();
+
+ if (tgt && tgt->Type() == SimObject::SIM_SHIP && elem->Contains((const Ship*) tgt)) {
+ SetAssignment(elem);
+ return;
+ }
+ }
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::HandleRadioMessage(RadioMessage* msg)
+{
+ if (!msg) return;
+
+ static RadioHandler rh;
+
+ // if this is a message from within the element,
+ // then all ships should report in. Otherwise,
+ // just the leader will acknowledge the message.
+ int full_report = ships.contains(msg->Sender());
+ int reported = false;
+
+ ListIter<Ship> s = ships;
+ while (++s) {
+ if (rh.ProcessMessage(msg, s.value())) {
+ if (full_report) {
+ if (s.value() != msg->Sender())
+ rh.AcknowledgeMessage(msg, s.value());
+ }
+
+ else if (!reported) {
+ rh.AcknowledgeMessage(msg, s.value());
+ reported = true;
+ }
+ }
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+Element::CanCommand(Element* e)
+{
+ while (e) {
+ if (e->commander == this)
+ return true;
+ e = e->commander;
+ }
+
+ return false;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::ExecFrame(double seconds)
+{
+ if (hold_time > 0) {
+ hold_time -= seconds;
+ return;
+ }
+
+ ListIter<Instruction> iter = flight_plan;
+ while (++iter) {
+ Instruction* instr = iter.value();
+
+ if (instr->Status() == Instruction::COMPLETE && instr->HoldTime() > 0)
+ instr->SetHoldTime(instr->HoldTime() - seconds);
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Element::SetIFF(int iff)
+{
+ for (int i = 0; i < ships.size(); i++)
+ ships[i]->SetIFF(iff);
+}