From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/CombatUnit.cpp | 402 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 402 insertions(+) create mode 100644 Stars45/CombatUnit.cpp (limited to 'Stars45/CombatUnit.cpp') diff --git a/Stars45/CombatUnit.cpp b/Stars45/CombatUnit.cpp new file mode 100644 index 0000000..cdbf993 --- /dev/null +++ b/Stars45/CombatUnit.cpp @@ -0,0 +1,402 @@ +/* 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(desc, Game::GetText("[unknown]").data()); + } + + else if (count > 1) { + sprintf(desc, "%dx %s %s", LiveCount(), design->abrv, design->DisplayName()); + } + + else { + if (regnum.length() > 0) + sprintf(desc, "%s-%s %s", design->abrv, (const char*) regnum, (const char*) name); + else + sprintf(desc, "%s %s", design->abrv, (const char*) name); + + if (dead_count > 0) { + strcat(desc, " "); + strcat(desc, Game::GetText("killed.in.action")); + } + } + + return desc; +} + +// +----------------------------------------------------------------------+ + +bool +CombatUnit::CanAssign() const +{ + bool result = false; + + switch (type) { + case Ship::FIGHTER: + case Ship::ATTACK: + case Ship::CORVETTE: + case Ship::FRIGATE: + case Ship::DESTROYER: + case Ship::CRUISER: + case Ship::CARRIER: result = true; break; + } + + return result; +} + +// +----------------------------------------------------------------------+ + +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::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 u_iter = group->GetUnits(); + while (++u_iter) { + CombatUnit* u = u_iter.value(); + value_killed += u->Kill(u->LiveCount()); + } + + ListIter 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 iter = group->GetComponents(); + while (++iter) { + CombatGroup* g = iter.value(); + value_killed += KillGroup(g); + } + } + } + } + + return value_killed; +} + -- cgit v1.1