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Diffstat (limited to 'Stars45/Element.cpp')
-rw-r--r-- | Stars45/Element.cpp | 691 |
1 files changed, 691 insertions, 0 deletions
diff --git a/Stars45/Element.cpp b/Stars45/Element.cpp new file mode 100644 index 0000000..e621419 --- /dev/null +++ b/Stars45/Element.cpp @@ -0,0 +1,691 @@ +/* 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); +} |