From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/ShipAI.h | 330 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 177 insertions(+), 153 deletions(-) (limited to 'Stars45/ShipAI.h') diff --git a/Stars45/ShipAI.h b/Stars45/ShipAI.h index 0a29329..d4bb34a 100644 --- a/Stars45/ShipAI.h +++ b/Stars45/ShipAI.h @@ -1,153 +1,177 @@ -/* Project STARSHATTER - John DiCamillo - Copyright © 1997-2002. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: ShipAI.h - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Common base class and interface for low-level ship AI -*/ - -#ifndef ShipAI_h -#define ShipAI_h - -#include "Types.h" -#include "SteerAI.h" - -// +--------------------------------------------------------------------+ - -class Ship; -class Shot; -class Instruction; -class TacticalAI; -class Farcaster; - -// +--------------------------------------------------------------------+ - -class ShipAI : public SteerAI -{ -public: - ShipAI(SimObject* s); - virtual ~ShipAI(); - - virtual void ExecFrame(double seconds); - virtual int Subframe() const { return true; } - - virtual Ship* GetShip() const { return ship; } - - virtual Ship* GetWard() const; - virtual void SetWard(Ship* s); - virtual Ship* GetThreat() const { return threat; } - virtual void SetThreat(Ship* s); - virtual Ship* GetSupport() const { return support; } - virtual void SetSupport(Ship* s); - virtual Ship* GetRumor() const { return rumor; } - virtual void SetRumor(Ship* s); - virtual Shot* GetThreatMissile() const { return threat_missile; } - virtual void SetThreatMissile(Shot* s); - virtual Instruction* GetNavPoint() const { return navpt; } - virtual void SetNavPoint(Instruction* n) { navpt = n; } - virtual Point GetPatrol() const; - virtual void SetPatrol(const Point& p); - virtual void ClearPatrol(); - virtual void ClearRumor(); - virtual void ClearTactical(); - - virtual Farcaster* GetFarcaster() { return farcaster; } - - // convert the goal point from world to local coords: - virtual void FindObjective(); - - virtual void Splash(const Ship* targ); - virtual void SetTarget(SimObject* targ, System* sub=0); - virtual void DropTarget(double drop_time=1.5); - virtual double DropTime() const { return drop_time; } - virtual void SetBracket(bool bracket); - virtual void SetIdentify(bool identify); - - virtual void SetFormationDelta(const Point& point); - - virtual bool Update(SimObject* obj); - virtual const char* GetObserverName() const; - - virtual int GetAILevel() const { return ai_level; } - -protected: - // accumulate behaviors: - virtual void Navigator(); - - // behaviors: - virtual bool AvoidTestSingleObject(SimObject* obj, - const Point& bearing, - double avoid_dist, - double& avoid_time, - Steer& steer); - - virtual Steer AvoidCloseObject(SimObject* obj); - virtual Steer AvoidCollision(); - virtual Steer AvoidTerrain(); - virtual Steer SeekTarget(); - virtual Steer EvadeThreat(); - - virtual Point ClosingVelocity(); - - // compute the goal point in world coords based on current ai state: - virtual void FindObjectiveTarget(SimObject* tgt); - virtual void FindObjectiveNavPoint(); - virtual void FindObjectiveFormation(); - virtual void FindObjectivePatrol(); - virtual void FindObjectiveQuantum(); - virtual void FindObjectiveFarcaster(SimRegion* src, SimRegion* dst); - - // fire on target if appropriate: - virtual void AdjustDefenses(); - virtual void FireControl(); - virtual void HelmControl(); - virtual void ThrottleControl(); - virtual void NavlightControl(); - - virtual void CheckTarget(); - - Ship* ship; - Ship* support; - Ship* rumor; - Ship* threat; - Shot* threat_missile; - Instruction* navpt; - Point obstacle; - TacticalAI* tactical; - Farcaster* farcaster; - int engaged_ship_id; - int splash_count; - - Point formation_delta; - double slot_dist; - - double throttle; - double old_throttle; - double seconds; - double drop_time; - double brake; - DWORD last_avoid_time; - DWORD last_call_time; - - int element_index; - int too_close; - bool bracket; - bool identify; - bool hold; - bool takeoff; - - int patrol; - Point patrol_loc; - int ai_level; -}; - -// +--------------------------------------------------------------------+ - -#endif ShipAI_h - +/* 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: ShipAI.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Common base class and interface for low-level ship AI +*/ + +#ifndef ShipAI_h +#define ShipAI_h + +#include "Types.h" +#include "SteerAI.h" + +// +--------------------------------------------------------------------+ + +class Ship; +class Shot; +class Instruction; +class TacticalAI; +class Farcaster; + +// +--------------------------------------------------------------------+ + +class ShipAI : public SteerAI +{ +public: + ShipAI(SimObject* s); + virtual ~ShipAI(); + + virtual void ExecFrame(double seconds); + virtual int Subframe() const { return true; } + + virtual Ship* GetShip() const { return ship; } + + virtual Ship* GetWard() const; + virtual void SetWard(Ship* s); + virtual Ship* GetThreat() const { return threat; } + virtual void SetThreat(Ship* s); + virtual Ship* GetSupport() const { return support; } + virtual void SetSupport(Ship* s); + virtual Ship* GetRumor() const { return rumor; } + virtual void SetRumor(Ship* s); + virtual Shot* GetThreatMissile() const { return threat_missile; } + virtual void SetThreatMissile(Shot* s); + virtual Instruction* GetNavPoint() const { return navpt; } + virtual void SetNavPoint(Instruction* n) { navpt = n; } + virtual Point GetPatrol() const; + virtual void SetPatrol(const Point& p); + virtual void ClearPatrol(); + virtual void ClearRumor(); + virtual void ClearTactical(); + + virtual Farcaster* GetFarcaster() { return farcaster; } + + // convert the goal point from world to local coords: + virtual void FindObjective(); + + virtual void Splash(const Ship* targ); + virtual void SetTarget(SimObject* targ, System* sub=0); + virtual void DropTarget(double drop_time=1.5); + virtual double DropTime() const { return drop_time; } + virtual void SetBracket(bool bracket); + virtual void SetIdentify(bool identify); + + virtual void SetFormationDelta(const Point& point); + + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; + + virtual int GetAILevel() const { return ai_level; } + +protected: + // accumulate behaviors: + virtual void Navigator(); + + // behaviors: + virtual bool AvoidTestSingleObject(SimObject* obj, + const Point& bearing, + double avoid_dist, + double& avoid_time, + Steer& steer); + + virtual Steer AvoidCloseObject(SimObject* obj); + virtual Steer AvoidCollision(); + virtual Steer AvoidTerrain(); + virtual Steer SeekTarget(); + virtual Steer EvadeThreat(); + + virtual Point ClosingVelocity(); + + // compute the goal point in world coords based on current ai state: + virtual void FindObjectiveTarget(SimObject* tgt); + virtual void FindObjectiveNavPoint(); + virtual void FindObjectiveFormation(); + virtual void FindObjectivePatrol(); + virtual void FindObjectiveQuantum(); + virtual void FindObjectiveFarcaster(SimRegion* src, SimRegion* dst); + + // fire on target if appropriate: + virtual void AdjustDefenses(); + virtual void FireControl(); + virtual void HelmControl(); + virtual void ThrottleControl(); + virtual void NavlightControl(); + + virtual void CheckTarget(); + + Ship* ship; + Ship* support; + Ship* rumor; + Ship* threat; + Shot* threat_missile; + Instruction* navpt; + Point obstacle; + TacticalAI* tactical; + Farcaster* farcaster; + int engaged_ship_id; + int splash_count; + + Point formation_delta; + double slot_dist; + + double throttle; + double old_throttle; + double seconds; + double drop_time; + double brake; + DWORD last_avoid_time; + DWORD last_call_time; + + int element_index; + int too_close; + bool bracket; + bool identify; + bool hold; + bool takeoff; + + int patrol; + Point patrol_loc; + int ai_level; +}; + +// +--------------------------------------------------------------------+ + +#endif ShipAI_h + -- cgit v1.1