/* 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: CombatAction.cpp AUTHOR: John DiCamillo OVERVIEW ======== A significant (newsworthy) event in the dynamic campaign. */ #include "MemDebug.h" #include "CombatAction.h" #include "CombatGroup.h" #include "Campaign.h" #include "Combatant.h" #include "Player.h" #include "Random.h" // +----------------------------------------------------------------------+ CombatAction::CombatAction(int n, int typ, int sub, int iff) : id(n), type(typ), subtype(sub), opp_type(-1), team(iff), status(PENDING), count(0), rval(-1), source(0), time(0), start_before((int) 1e9), start_after(0), min_rank(0), max_rank(100), delay(0), probability(100), asset_type(0), target_type(0) { } CombatAction::~CombatAction() { requirements.destroy(); asset_kills.destroy(); target_kills.destroy(); } // +----------------------------------------------------------------------+ bool CombatAction::IsAvailable() const { CombatAction* pThis = (CombatAction*) this; if (rval < 0) { pThis->rval = (int) Random(0, 100); if (rval > probability) pThis->status = SKIPPED; } if (status != PENDING) return false; if (min_rank > 0 || max_rank < 100) { Player* player = Player::GetCurrentPlayer(); if (player->Rank() < min_rank || player->Rank() > max_rank) return false; } Campaign* campaign = Campaign::GetCampaign(); if (campaign) { if (campaign->GetTime() < start_after) { return false; } if (campaign->GetTime() > start_before) { pThis->status = FAILED; // too late! return false; } // check requirements against actions in current campaign: ListIter iter = pThis->requirements; while (++iter) { CombatActionReq* r = iter.value(); bool ok = false; if (r->action > 0) { ListIter action = campaign->GetActions(); while (++action) { CombatAction* a = action.value(); if (a->Identity() == r->action) { if (r->_not) { if (a->Status() == r->stat) return false; } else { if (a->Status() != r->stat) return false; } } } } // group-based requirement else if (r->group_type > 0) { if (r->c1) { CombatGroup* group = r->c1->FindGroup(r->group_type, r->group_id); if (group) { int test = 0; int comp = 0; if (r->intel) { test = group->IntelLevel(); comp = r->intel; } else { test = group->CalcValue(); comp = r->score; } switch (r->comp) { case CombatActionReq::LT: ok = (test < comp); break; case CombatActionReq::LE: ok = (test <= comp); break; case CombatActionReq::GT: ok = (test > comp); break; case CombatActionReq::GE: ok = (test >= comp); break; case CombatActionReq::EQ: ok = (test == comp); break; } } if (!ok) return false; } } // score-based requirement else { int test = 0; if (r->comp <= CombatActionReq::EQ) { // absolute if (r->c1) { int test = r->c1->Score(); switch (r->comp) { case CombatActionReq::LT: ok = (test < r->score); break; case CombatActionReq::LE: ok = (test <= r->score); break; case CombatActionReq::GT: ok = (test > r->score); break; case CombatActionReq::GE: ok = (test >= r->score); break; case CombatActionReq::EQ: ok = (test == r->score); break; } } } else { // relative if (r->c1 && r->c2) { int test = r->c1->Score() - r->c2->Score(); switch (r->comp) { case CombatActionReq::RLT: ok = (test < r->score); break; case CombatActionReq::RLE: ok = (test <= r->score); break; case CombatActionReq::RGT: ok = (test > r->score); break; case CombatActionReq::RGE: ok = (test >= r->score); break; case CombatActionReq::REQ: ok = (test == r->score); break; } } } if (!ok) return false; } if (delay > 0) { pThis->start_after = (int) campaign->GetTime() + delay; pThis->delay = 0; return IsAvailable(); } } } return true; } // +----------------------------------------------------------------------+ void CombatAction::FireAction() { Campaign* campaign = Campaign::GetCampaign(); if (campaign) time = (int) campaign->GetTime(); if (count >= 1) count--; if (count < 1) status = COMPLETE; } void CombatAction::FailAction() { Campaign* campaign = Campaign::GetCampaign(); if (campaign) time = (int) campaign->GetTime(); count = 0; status = FAILED; } // +----------------------------------------------------------------------+ void CombatAction::AddRequirement(int action, int stat, bool _not) { requirements.append(new(__FILE__,__LINE__) CombatActionReq(action, stat, _not)); } void CombatAction::AddRequirement(Combatant* c1, Combatant* c2, int comp, int score) { requirements.append(new(__FILE__,__LINE__) CombatActionReq(c1, c2, comp, score)); } void CombatAction::AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel) { requirements.append(new(__FILE__,__LINE__) CombatActionReq(c1, group_type, group_id, comp, score, intel)); } // +----------------------------------------------------------------------+ int CombatAction::TypeFromName(const char* n) { int type = 0; if (!_stricmp(n, "NO_ACTION")) type = NO_ACTION; else if (!_stricmp(n, "MARKER")) type = NO_ACTION; else if (!_stricmp(n, "STRATEGIC_DIRECTIVE")) type = STRATEGIC_DIRECTIVE; else if (!_stricmp(n, "STRATEGIC")) type = STRATEGIC_DIRECTIVE; else if (!_stricmp(n, "ZONE_ASSIGNMENT")) type = ZONE_ASSIGNMENT; else if (!_stricmp(n, "ZONE")) type = ZONE_ASSIGNMENT; else if (!_stricmp(n, "SYSTEM_ASSIGNMENT")) type = SYSTEM_ASSIGNMENT; else if (!_stricmp(n, "SYSTEM")) type = SYSTEM_ASSIGNMENT; else if (!_stricmp(n, "MISSION_TEMPLATE")) type = MISSION_TEMPLATE; else if (!_stricmp(n, "MISSION")) type = MISSION_TEMPLATE; else if (!_stricmp(n, "COMBAT_EVENT")) type = COMBAT_EVENT; else if (!_stricmp(n, "EVENT")) type = COMBAT_EVENT; else if (!_stricmp(n, "INTEL_EVENT")) type = INTEL_EVENT; else if (!_stricmp(n, "INTEL")) type = INTEL_EVENT; else if (!_stricmp(n, "CAMPAIGN_SITUATION")) type = CAMPAIGN_SITUATION; else if (!_stricmp(n, "SITREP")) type = CAMPAIGN_SITUATION; else if (!_stricmp(n, "CAMPAIGN_ORDERS")) type = CAMPAIGN_ORDERS; else if (!_stricmp(n, "ORDERS")) type = CAMPAIGN_ORDERS; return type; } int CombatAction::StatusFromName(const char* n) { int stat = 0; if (!_stricmp(n, "PENDING")) stat = PENDING; else if (!_stricmp(n, "ACTIVE")) stat = ACTIVE; else if (!_stricmp(n, "SKIPPED")) stat = SKIPPED; else if (!_stricmp(n, "FAILED")) stat = FAILED; else if (!_stricmp(n, "COMPLETE")) stat = COMPLETE; return stat; } // +----------------------------------------------------------------------+ int CombatActionReq::CompFromName(const char* n) { int comp = 0; if (!_stricmp(n, "LT")) comp = LT; else if (!_stricmp(n, "LE")) comp = LE; else if (!_stricmp(n, "GT")) comp = GT; else if (!_stricmp(n, "GE")) comp = GE; else if (!_stricmp(n, "EQ")) comp = EQ; else if (!_stricmp(n, "RLT")) comp = RLT; else if (!_stricmp(n, "RLE")) comp = RLE; else if (!_stricmp(n, "RGT")) comp = RGT; else if (!_stricmp(n, "RGE")) comp = RGE; else if (!_stricmp(n, "REQ")) comp = REQ; return comp; }