/* 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: Instruction.cpp AUTHOR: John DiCamillo OVERVIEW ======== Navigation Point class implementation */ #include "MemDebug.h" #include "Instruction.h" #include "Element.h" #include "RadioMessage.h" #include "Ship.h" #include "Sim.h" #include "Game.h" #include "Text.h" // +----------------------------------------------------------------------+ Instruction::Instruction(int act, const char* tgt) : region(0), action(act), formation(0), tgt_name(tgt), status(PENDING), speed(0), target(0), emcon(0), wep_free(0), priority(PRIMARY), farcast(0), hold_time(0) { } Instruction::Instruction(const char* rgn, Point loc, int act) : region(0), action(act), formation(0), status(PENDING), speed(0), target(0), emcon(0), wep_free(0), priority(PRIMARY), farcast(0), hold_time(0) { rgn_name = rgn; rloc.SetBaseLocation(loc); rloc.SetDistance(0); } Instruction::Instruction(SimRegion* rgn, Point loc, int act) : region(rgn), action(act), formation(0), status(PENDING), speed(0), target(0), emcon(0), wep_free(0), priority(PRIMARY), farcast(0), hold_time(0) { rgn_name = region->Name(); rloc.SetBaseLocation(loc); rloc.SetDistance(0); } Instruction::Instruction(const Instruction& instr) : region(instr.region), rgn_name(instr.rgn_name), rloc(instr.rloc), action(instr.action), formation(instr.formation), status(instr.status), speed(instr.speed), target(0), tgt_name(instr.tgt_name), tgt_desc(instr.tgt_desc), emcon(instr.emcon), wep_free(instr.wep_free), priority(instr.priority), farcast(instr.farcast), hold_time(instr.hold_time) { SetTarget(instr.target); } Instruction::~Instruction() { } // +--------------------------------------------------------------------+ Instruction& Instruction::operator = (const Instruction& n) { rgn_name = n.rgn_name; region = n.region; rloc = n.rloc; action = n.action; formation = n.formation; status = n.status; speed = n.speed; tgt_name = n.tgt_name; tgt_desc = n.tgt_desc; target = 0; emcon = n.emcon; wep_free = n.wep_free; priority = n.priority; farcast = n.farcast; hold_time = n.hold_time; SetTarget(n.target); return *this; } // +--------------------------------------------------------------------+ Point Instruction::Location() const { Instruction* pThis = (Instruction*) this; return pThis->rloc.Location(); } void Instruction::SetLocation(const Point& l) { rloc.SetBaseLocation(l); rloc.SetReferenceLoc(0); rloc.SetDistance(0); } // +----------------------------------------------------------------------+ SimObject* Instruction::GetTarget() { if (!target && tgt_name.length() > 0) { Sim* sim = Sim::GetSim(); if (sim) { Ship* s = sim->FindShip(tgt_name, rgn_name); if (s) { target = s; Observe(target); } } } return target; } void Instruction::SetTarget(const char* n) { if (n && *n && tgt_name != n) { tgt_name = n; tgt_desc = n; if (target) target = 0; } } void Instruction::SetTarget(SimObject* s) { if (s && target != s) { tgt_name = s->Name(); target = s; Observe(target); } } void Instruction::SetTargetDesc(const char* d) { if (d && *d) tgt_desc = d; } void Instruction::ClearTarget() { if (target) { target = 0; tgt_name = ""; tgt_desc = ""; } } // +----------------------------------------------------------------------+ bool Instruction::Update(SimObject* obj) { if (target == obj) target = 0; return SimObserver::Update(obj); } const char* Instruction::GetObserverName() const { return "Instruction"; } // +----------------------------------------------------------------------+ void Instruction::Evaluate(Ship* ship) { Sim* sim = Sim::GetSim(); switch (action) { case VECTOR: break; case LAUNCH: if (ship->GetFlightPhase() == Ship::ACTIVE) SetStatus(COMPLETE); break; case DOCK: case RTB: if (sim->GetPlayerShip() == ship && (ship->GetFlightPhase() == Ship::DOCKING || ship->GetFlightPhase() == Ship::DOCKED)) SetStatus(COMPLETE); else if (ship->Integrity() < 1) SetStatus(FAILED); break; case DEFEND: case ESCORT: { bool found = false; bool safe = true; ListIter iter = sim->GetElements(); while (++iter && !found) { Element* e = iter.value(); if (e->IsFinished() || e->IsSquadron()) continue; if (e->Name() == tgt_name || (e->GetCommander() && e->GetCommander()->Name() == tgt_name)) { found = true; for (int i = 0; i < e->NumShips(); i++) { Ship* s = e->GetShip(i+1); if (s && s->Integrity() < 1) SetStatus(FAILED); } if (status == PENDING) { // if the element had a flight plan, and all nav points // have been addressed, then the element is safe if (e->FlightPlanLength() > 0) { if (e->GetNextNavPoint() == 0) SetStatus(COMPLETE); else safe = false; } } } } if (status == PENDING && safe && sim->GetPlayerShip() == ship && (ship->GetFlightPhase() == Ship::DOCKING || ship->GetFlightPhase() == Ship::DOCKED)) { SetStatus(COMPLETE); } } break; case PATROL: case SWEEP: { Sim* sim = Sim::GetSim(); bool alive = false; ListIter iter = sim->GetElements(); while (++iter) { Element* e = iter.value(); if (e->IsFinished() || e->IsSquadron()) continue; if (e->GetIFF() && e->GetIFF() != ship->GetIFF()) { for (int i = 0; i < e->NumShips(); i++) { Ship* s = e->GetShip(i+1); if (s && s->Integrity() >= 1) alive = true; } } } if (status == PENDING && !alive) { SetStatus(COMPLETE); } } break; case INTERCEPT: case STRIKE: case ASSAULT: { Sim* sim = Sim::GetSim(); bool alive = false; ListIter iter = sim->GetElements(); while (++iter) { Element* e = iter.value(); if (e->IsFinished() || e->IsSquadron()) continue; if (e->Name() == tgt_name) { for (int i = 0; i < e->NumShips(); i++) { Ship* s = e->GetShip(i+1); if (s && s->Integrity() >= 1) alive = true; } } } if (status == PENDING && !alive) { SetStatus(COMPLETE); } } break; case RECON: break; default: break; } } void Instruction::SetStatus(int s) { status = s; } // +----------------------------------------------------------------------+ const char* Instruction::GetShortDescription() const { static char desc[256]; switch (action) { case VECTOR: if (farcast) sprintf_s(desc, Game::GetText("instr.short.farcast").data(), rgn_name.data()); else sprintf_s(desc, Game::GetText("instr.short.vector").data(), rgn_name.data()); break; case LAUNCH: sprintf_s(desc, Game::GetText("instr.short.launch").data(), tgt_name.data()); break; case DOCK: sprintf_s(desc, Game::GetText("instr.short.dock").data(), tgt_name.data()); break; case RTB: sprintf_s(desc, Game::GetText("instr.short.return-to-base").data()); break; case DEFEND: if (priority == PRIMARY) { sprintf_s(desc, Game::GetText("instr.short.defend").data(), ActionName(action), tgt_desc.data()); } else { sprintf_s(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data()); } break; case ESCORT: if (priority == PRIMARY) { sprintf_s(desc, Game::GetText("instr.short.escort").data(), ActionName(action), tgt_desc.data()); } else { sprintf_s(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data()); } break; case PATROL: sprintf_s(desc, Game::GetText("instr.short.patrol").data(), tgt_desc.data(), rgn_name.data()); break; case SWEEP: sprintf_s(desc, Game::GetText("instr.short.sweep").data(), tgt_desc.data(), rgn_name.data()); break; case INTERCEPT: sprintf_s(desc, Game::GetText("instr.short.intercept").data(), tgt_desc.data()); break; case STRIKE: sprintf_s(desc, Game::GetText("instr.short.strike").data(), tgt_desc.data()); break; case ASSAULT: sprintf_s(desc, Game::GetText("instr.short.assault").data(), tgt_desc.data()); break; case RECON: sprintf_s(desc, Game::GetText("instr.short.recon").data(), tgt_desc.data()); break; default: sprintf_s(desc, "%s", ActionName(action)); break; } if (status != PENDING) { strcat_s(desc, " - "); strcat_s(desc, Game::GetText(StatusName(status))); } return desc; } // +----------------------------------------------------------------------+ const char* Instruction::GetDescription() const { static char desc[1024]; switch (action) { case VECTOR: if (farcast) sprintf_s(desc, Game::GetText("instr.long.farcast").data(), rgn_name.data()); else sprintf_s(desc, Game::GetText("instr.long.vector").data(), rgn_name.data()); break; case LAUNCH: sprintf_s(desc, Game::GetText("instr.long.launch").data(), tgt_name.data()); break; case DOCK: sprintf_s(desc, Game::GetText("instr.long.dock").data(), tgt_name.data()); break; case RTB: sprintf_s(desc, Game::GetText("instr.long.return-to-base").data()); break; case DEFEND: if (priority == PRIMARY) { sprintf_s(desc, Game::GetText("instr.long.defend").data(), ActionName(action), tgt_desc.data()); } else { sprintf_s(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data()); } break; case ESCORT: if (priority == PRIMARY) { sprintf_s(desc, Game::GetText("instr.long.escort").data(), ActionName(action), tgt_desc.data()); } else { sprintf_s(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data()); } break; case PATROL: sprintf_s(desc, Game::GetText("instr.long.patrol").data(), tgt_desc.data(), rgn_name.data()); break; case SWEEP: sprintf_s(desc, Game::GetText("instr.long.sweep").data(), tgt_desc.data(), rgn_name.data()); break; case INTERCEPT: sprintf_s(desc, Game::GetText("instr.long.intercept").data(), tgt_desc.data()); break; case STRIKE: sprintf_s(desc, Game::GetText("instr.long.strike").data(), tgt_desc.data()); break; case ASSAULT: sprintf_s(desc, Game::GetText("instr.long.assault").data(), tgt_desc.data()); break; case RECON: sprintf_s(desc, Game::GetText("instr.long.recon").data(), tgt_desc.data()); break; default: sprintf_s(desc, "%s", ActionName(action)); break; } if (status != PENDING) { strcat_s(desc, " - "); strcat_s(desc, Game::GetText(StatusName(status))); } return desc; } // +----------------------------------------------------------------------+ const char* Instruction::ActionName(int a) { switch (a) { case VECTOR: return "Vector"; case LAUNCH: return "Launch"; case DOCK: return "Dock"; case RTB: return "RTB"; case DEFEND: return "Defend"; case ESCORT: return "Escort"; case PATROL: return "Patrol"; case SWEEP: return "Sweep"; case INTERCEPT: return "Intercept"; case STRIKE: return "Strike"; case ASSAULT: return "Assault"; case RECON: return "Recon"; default: return "Unknown"; } } const char* Instruction::StatusName(int s) { switch (s) { case PENDING: return "Pending"; case ACTIVE: return "Active"; case SKIPPED: return "Skipped"; case ABORTED: return "Aborted"; case FAILED: return "Failed"; case COMPLETE: return "Complete"; default: return "Unknown"; } } const char* Instruction::FormationName(int f) { switch (f) { case DIAMOND: return "Diamond"; case SPREAD: return "Spread"; case BOX: return "Box"; case TRAIL: return "Trail"; default: return "Unknown"; } } const char* Instruction::PriorityName(int p) { switch (p) { case PRIMARY: return "Primary"; case SECONDARY: return "Secondary"; case BONUS: return "Bonus"; default: return "Unknown"; } }