/* 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. 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SUBSYSTEM: Stars.exe FILE: Contact.cpp AUTHOR: John DiCamillo OVERVIEW ======== Integrated (Passive and Active) Sensor Package class implementation */ #include "MemDebug.h" #include "Contact.h" #include "Drone.h" #include "Sensor.h" #include "Ship.h" #include "Sim.h" #include "WeaponDesign.h" #include "Game.h" // +----------------------------------------------------------------------+ const int DEFAULT_TRACK_UPDATE = 500; // milliseconds const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds const double DEFAULT_TRACK_AGE = 10; // 10 seconds const double SENSOR_THRESHOLD = 0.25; // +----------------------------------------------------------------------+ Contact::Contact() : ship(0), shot(0), d_pas(0.0f), d_act(0.0f), track(0), ntrack(0), time(0), track_time(0), probe(false) { acquire_time = Game::GameTime(); } Contact::Contact(Ship* s, float p, float a) : ship(s), shot(0), d_pas(p), d_act(a), track(0), ntrack(0), time(0), track_time(0), probe(false) { acquire_time = Game::GameTime(); Observe(ship); } Contact::Contact(Shot* s, float p, float a) : ship(0), shot(s), d_pas(p), d_act(a), track(0), ntrack(0), time(0), track_time(0), probe(false) { acquire_time = Game::GameTime(); Observe(shot); } // +----------------------------------------------------------------------+ Contact::~Contact() { delete [] track; } // +----------------------------------------------------------------------+ int Contact::operator == (const Contact& c) const { if (ship) return ship == c.ship; else if (shot) return shot == c.shot; return 0; } // +----------------------------------------------------------------------+ bool Contact::Update(SimObject* obj) { if (obj == ship || obj == shot) { ship = 0; shot = 0; d_act = 0; d_pas = 0; ClearTrack(); } return SimObserver::Update(obj); } const char* Contact::GetObserverName() const { static char name[128]; if (ship) sprintf_s(name, "Contact Ship='%s'", ship->Name()); else if (shot) sprintf_s(name, "Contact Shot='%s' %s", shot->Name(), shot->DesignName()); else sprintf_s(name, "Contact (unknown)"); return name; } // +----------------------------------------------------------------------+ double Contact::Age() const { double age = 0; if (!ship && !shot) return age; double seconds = (Game::GameTime() - time) / 1000.0; age = 1.0 - seconds/DEFAULT_TRACK_AGE; if (age < 0) age = 0; return age; } int Contact::GetIFF(const Ship* observer) const { int i = 0; if (ship) { i = ship->GetIFF(); // if the contact is on our side or has locked us up, // we know whose side he's on. // Otherwise: if (i != observer->GetIFF() && !Threat(observer)) { if (d_pas < 2*SENSOR_THRESHOLD && d_act < SENSOR_THRESHOLD && !Visible(observer)) i = -1000; // indeterminate iff reading } } else if (shot && shot->Owner()) { i = shot->Owner()->GetIFF(); } return i; } bool Contact::ActLock() const { return d_act >= SENSOR_THRESHOLD; } bool Contact::PasLock() const { return d_pas >= SENSOR_THRESHOLD; } // +----------------------------------------------------------------------+ void Contact::GetBearing(const Ship* observer, double& az, double& el, double& rng) const { // translate: Point targ_pt = loc - observer->Location(); // rotate: const Camera* cam = &observer->Cam(); double tx = targ_pt * cam->vrt(); double ty = targ_pt * cam->vup(); double tz = targ_pt * cam->vpn(); // convert to spherical coords: rng = targ_pt.length(); az = asin(fabs(tx) / rng); el = asin(fabs(ty) / rng); if (tx < 0) az = -az; if (ty < 0) el = -el; // correct az/el for back hemisphere: if (tz < 0) { if (az < 0) az = -PI - az; else az = PI - az; } } double Contact::Range(const Ship* observer, double limit) const { double r = Point(loc - observer->Location()).length(); // if passive only, return approximate range: if (!ActLock()) { const int chunk = 25000; if (!PasLock()) { r = (int) limit; } else if (r <= chunk) { r = chunk; } else { int r1 = (int) (r + chunk/2) / chunk; r = r1 * chunk; } } return r; } // +----------------------------------------------------------------------+ bool Contact::InFront(const Ship* observer) const { // translate: Point targ_pt = loc - observer->Location(); // rotate: const Camera* cam = &observer->Cam(); double tz = targ_pt * cam->vpn(); if (tz > 1.0) return true; return false; } bool Contact::Threat(const Ship* observer) const { bool threat = false; if (observer && observer->Life() != 0) { if (ship && ship->Life() != 0) { threat = (ship->GetIFF() && ship->GetIFF() != observer->GetIFF() && ship->GetEMCON() > 2 && ship->IsTracking((Ship*) observer) && ship->Weapons().size() > 0); if (threat && observer->GetIFF() == 0) threat = ship->GetIFF() > 1; } else if (shot) { threat = shot->IsTracking((Ship*) observer); if (!threat && shot->Design()->probe && shot->GetIFF() != observer->GetIFF()) { Point probe_pt = shot->Location() - observer->Location(); double prng = probe_pt.length(); threat = (prng < shot->Design()->lethal_radius); } } } return threat; } bool Contact::Visible(const Ship* observer) const { // translate: Point targ_pt = loc - observer->Location(); double radius = 0; if (ship) radius = ship->Radius(); else if (shot) radius = shot->Radius(); // rotate: const Camera* cam = &observer->Cam(); double rng = targ_pt.length(); return radius/rng > 0.002; } // +----------------------------------------------------------------------+ void Contact::Reset() { if (Game::Paused()) return; float step_down = (float) (Game::FrameTime() / 10); if (d_pas > 0) d_pas -= step_down; if (d_act > 0) d_act -= step_down; } void Contact::Merge(Contact* c) { if (c->GetShip() == ship && c->GetShot() == shot) { if (c->d_pas > d_pas) d_pas = c->d_pas; if (c->d_act > d_act) d_act = c->d_act; } } void Contact::ClearTrack() { delete [] track; track = 0; ntrack = 0; } void Contact::UpdateTrack() { time = Game::GameTime(); if (shot || (ship && ship->IsGroundUnit())) return; if (!track) { track = new(__FILE__,__LINE__) Point[DEFAULT_TRACK_LENGTH]; track[0] = loc; ntrack = 1; track_time = time; } else if (time - track_time > DEFAULT_TRACK_UPDATE) { if (loc != track[0]) { for (int i = DEFAULT_TRACK_LENGTH-2; i >= 0; i--) track[i+1] = track[i]; track[0] = loc; if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++; } track_time = time; } } // +----------------------------------------------------------------------+ Point Contact::TrackPoint(int i) const { if (track && i < ntrack) return track[i]; return Point(); }