コード例 #1
0
ファイル: team.cpp プロジェクト: BobrDobr69/mechcommander2
bool Team::isCapturing(GameObjectWatchID targetWID, GameObjectWatchID exceptWID)
{
	if(exceptWID)
		for(size_t i = 0; i < rosterSize; i++)
		{
			if(roster[i] == exceptWID)
				continue;
			MoverPtr mover = dynamic_cast<MoverPtr>(ObjectManager->getByWatchID(roster[i]));
			Assert(mover != nullptr, roster[i], " Team.isTargeting: nullptr mover ");
			MechWarriorPtr pilot = mover->getPilot();
			if(pilot && (pilot->getCurTacOrder()->code == TACTICAL_ORDER_CAPTURE))
			{
				GameObjectPtr target = pilot->getCurTacOrder()->getTarget();
				if(target && (target->getWatchID() == targetWID))
					return(true);
			}
		}
	else
		for(size_t i = 0; i < rosterSize; i++)
		{
			MoverPtr mover = dynamic_cast<MoverPtr>(ObjectManager->getByWatchID(roster[i]));
			Assert(mover != nullptr, roster[i], " Team.isTargeting: nullptr mover ");
			MechWarriorPtr pilot = mover->getPilot();
			if(pilot && (pilot->getCurTacOrder()->code == TACTICAL_ORDER_CAPTURE))
			{
				GameObjectPtr target = pilot->getCurTacOrder()->getTarget();
				if(target && (target->getWatchID() == targetWID))
					return(true);
			}
		}
	return(false);
}
コード例 #2
0
ファイル: team.cpp プロジェクト: BobrDobr69/mechcommander2
void Team::statusCount(int32_t* statusTally)
{
	//----------------------------------------------------------
	// statusTally counts the number of objects in the team with
	// each of the statuses...
	for(size_t i = 0; i < rosterSize; i++)
	{
		MoverPtr obj = (MoverPtr)ObjectManager->getByWatchID(roster[i]);
		Assert(obj != nullptr, i, " Team.statusCount: nullptr roster object ");
		MechWarriorPtr pilot = obj->getPilot();
		if(!obj->getExists())
			statusTally[8]++;
		else if(!obj->getAwake())
			statusTally[7]++;
		else if(pilot && (pilot->getStatus() == WARRIOR_STATUS_WITHDRAWN))
			statusTally[6]++;
		else
		{
			int32_t status = obj->getStatus();
			if((status < 0) || (status > 5))
				Fatal(status, " Status out of bounds ");
			statusTally[obj->getStatus()]++;
		}
	}
}
コード例 #3
0
ファイル: group.cpp プロジェクト: Ariemeth/MechCommander2HD
void MoverGroup::statusCount (long* statusTally) {

	for (long i = 0; i < numMovers; i++) {
		MoverPtr mover = getMover(i);
		MechWarriorPtr pilot = mover->getPilot();
		if (!mover->getExists())
			statusTally[8]++;
		else if (!mover->getAwake())
			statusTally[7]++;
		else if (pilot && (pilot->getStatus() == WARRIOR_STATUS_WITHDRAWN))
			statusTally[6]++;
		else
			statusTally[mover->getStatus()]++;
	}
}
コード例 #4
0
ファイル: team.cpp プロジェクト: BobrDobr69/mechcommander2
void Team::eject(void)
{
	for(size_t i = 0; i < rosterSize; i++)
	{
		MoverPtr mover = (MoverPtr)ObjectManager->getByWatchID(roster[i]);
		if(mover)
		{
			if(mover->getObjectClass() == BATTLEMECH)
				mover->getPilot()->orderEject(false, true, ORDER_ORIGIN_COMMANDER);
			else
			{
				WeaponShotInfo shot;
				shot.init(nullptr, -3, 254.0, 0, 0);
				mover->handleWeaponHit(&shot, (MPlayer != nullptr));
			}
		}
	}
}
コード例 #5
0
ファイル: group.cpp プロジェクト: Ariemeth/MechCommander2HD
MoverPtr MoverGroup::selectPoint (bool excludePoint) {

	for (long i = 0; i < numMovers; i++)
		if (!excludePoint || (moverWIDs[i] != pointWID)) {
			MoverPtr mover = getMover(i);
			MechWarriorPtr pilot = mover->getPilot();
			if (pilot && pilot->alive()) {
				//----------------------------------------
				// Found a legitimate point, so set him...
				setPoint(mover);
				return(mover);
			}
		}

	//-----------------------
	// No legitimate point...
	setPoint(NULL);
	return(NULL);
}
コード例 #6
0
ファイル: group.cpp プロジェクト: Ariemeth/MechCommander2HD
long MoverGroup::handleTacticalOrder (TacticalOrder tacOrder, long priority, Stuff::Vector3D* jumpGoalList, bool queueGroupOrder) {

	if (numMovers == 0)
		return(NO_ERR);

	if (queueGroupOrder)
		tacOrder.pack(NULL, NULL);

	//bool processOrder = true;
	bool isJump = false;
	bool isMove = false;
	Stuff::Vector3D goalList[MAX_MOVERGROUP_COUNT];
	Stuff::Vector3D location = tacOrder.getWayPoint(0);
	//MoverPtr pointVehicle = getPoint();

	if (tacOrder.code == TACTICAL_ORDER_ATTACK_OBJECT)
		if (tacOrder.attackParams.method == ATTACKMETHOD_DFA) {
			//-------------------------------------------------
			// Let's just make it a move/jump order, for now...
			tacOrder.code = TACTICAL_ORDER_JUMPTO_OBJECT;
			tacOrder.moveParams.wait = false;
			tacOrder.moveParams.wayPath.mode[0] = TRAVEL_MODE_SLOW;
			GameObjectPtr target = ObjectManager->getByWatchID(tacOrder.targetWID);
			Assert(tacOrder.targetWID != 0, 0, " DFA AttackObject WID is 0 ");
			if (!target)
				return(NO_ERR);
			tacOrder.setWayPoint(0, target->getPosition());
		}
	if (tacOrder.code == TACTICAL_ORDER_JUMPTO_OBJECT) {
		tacOrder.code = TACTICAL_ORDER_JUMPTO_POINT;
		GameObjectPtr target = ObjectManager->get(tacOrder.targetWID);
		Assert(tacOrder.targetWID != 0, 0, " DFA AttackObject WID is 0 ");
		if (!target)
			return(NO_ERR);
		tacOrder.setWayPoint(0, target->getPosition());
	}

	//vector_3d offsetTable[MAX_GROUPMOVE_OFFSETS];
	//long numOffsets = 0;

	switch (tacOrder.code) {
		case TACTICAL_ORDER_WAIT:
			break;

		case TACTICAL_ORDER_MOVETO_POINT:
		case TACTICAL_ORDER_MOVETO_OBJECT: {
Fatal(0, "Need to support jumpGoalList (and goalList) for MOVETO as well in mc2 ");
			isMove = true;
			//-----------------------------------------------------------
			// Sort by distance to destination. Their selectionIndex will
			// be set to modify this goal...
			SortListPtr list = Mover::sortList;
			if (list) {
				list->clear(false);
				long moverCount = 0;
				for (long i = 0; i < numMovers; i++) {
					MoverPtr mover = getMover(i);
					Assert(mover != NULL, moverWIDs[i], " MoverGroup.handleTacticalOrder: NULL mover ");
					if (!mover->isDisabled()) {
						list->setId(moverCount, i);
						list->setValue(moverCount, mover->distanceFrom(location));
						moverCount++;
					}
				}
				list->sort(false);
				//--------------------------------
				// Let's build the offset table...
				/*
				numOffsets = moverCount - 1;
				if (numOffsets > MAX_GROUPMOVE_OFFSETS)
					numOffsets = MAX_GROUPMOVE_OFFSETS;
				long offsetsStart = GroupMoveOffsetsIndex[numOffsets - 1];
				for (i = 0; i < numOffsets; i++)
					offsetTable[i] = relativePositionToPoint(location, GroupMoveOffsets[offsetsStart + i][0], GroupMoveOffsets[offsetsStart + i][1], RELPOS_FLAG_PASSABLE_START);
				*/
				//-----------------------------------
				// Now, calc the order of movement...
				long curIndex = 1;
				for (i = 0; i < moverCount; i++) {
					MoverPtr mover = getMover(list->getId(i));
					if (mover->getWatchID() == pointWID)
						mover->selectionIndex = 0;
					else
						mover->selectionIndex = curIndex++;
				}
			}
			}
			break;

		case TACTICAL_ORDER_JUMPTO_POINT:
		case TACTICAL_ORDER_JUMPTO_OBJECT: {
			//-----------------------------------------------------------
			// Sort by distance to destination. Their selectionIndex will
			// be set to modify this goal...
			isJump = true;
			//-------------------------------------------------------------------------
			// We can assume that all movers in this group are jump-capable. Otherwise,
			// the group wouldn't be allowed to jump by the interface. In addition,
			// we KNOW that all movers in this group can jump to the selected
			// goal (of course, they won't due to terrain and crowding)...
			GameObjectPtr target = ObjectManager->getByWatchID(tacOrder.targetWID);
			if (jumpGoalList)
				for (long j = 0; j < numMovers; j++)
					goalList[j] = jumpGoalList[j];
			else
				calcJumpGoals(tacOrder.getWayPoint(0), goalList, target);

			for (long i = 0; i < numMovers; i++) {
				MoverPtr mover = getMover(i);
				bool canJump = (goalList[i].x > -99000.0);
				if (canJump)
					mover->selectionIndex = 0;
				else
					mover->selectionIndex = -2;
			}
			}
			break;

		case TACTICAL_ORDER_TRAVERSE_PATH:
		case TACTICAL_ORDER_PATROL_PATH:
		case TACTICAL_ORDER_ESCORT:
		case TACTICAL_ORDER_FOLLOW:
		case TACTICAL_ORDER_GUARD:
		case TACTICAL_ORDER_STOP:
		case TACTICAL_ORDER_POWERUP:
		case TACTICAL_ORDER_POWERDOWN:
		case TACTICAL_ORDER_WAYPOINTS_DONE:
		case TACTICAL_ORDER_EJECT:
		case TACTICAL_ORDER_ATTACK_OBJECT:
		case TACTICAL_ORDER_ATTACK_POINT:
		case TACTICAL_ORDER_HOLD_FIRE:
		case TACTICAL_ORDER_WITHDRAW:
		case TACTICAL_ORDER_CAPTURE:
		case TACTICAL_ORDER_LOAD_INTO_CARRIER:
		case TACTICAL_ORDER_REFIT:
		case TACTICAL_ORDER_RECOVER:
		case TACTICAL_ORDER_GETFIXED:
			break;

		default: {
			char s[256];
			sprintf(s, "Unit::handleTacticalOrder->Bad TacOrder Code (%d)", tacOrder.code);
			Assert(false, tacOrder.code, s);
			return(1);
			}
	}

	tacOrder.unitOrder = true;
	for (long i = 0; i < numMovers; i++) {
		MoverPtr mover = getMover(i);
		if (mover && !mover->isDisabled()) {
			if (mover->selectionIndex == -2) {
				mover->selectionIndex = -1;
				continue;
			}
			tacOrder.selectionIndex = mover->selectionIndex;
			if (tacOrder.selectionIndex != -1) {
				if (isMove)
					tacOrder.setWayPoint(0, location);
				else if (isJump)
					tacOrder.setWayPoint(0, goalList[i]);
				tacOrder.delayedTime = scenarioTime + (mover->selectionIndex * DelayedOrderTime);
			}
			switch (tacOrder.origin) {
				case ORDER_ORIGIN_PLAYER:
					if (queueGroupOrder)
						mover->getPilot()->addQueuedTacOrder(tacOrder);
					else {
						if (mover->getPilot()->getNumTacOrdersQueued())
							//This is a hack to simply trigger the execution of
							//the queued orders. The current order is ignored (and
							//is simply used for this trigger)...
							mover->getPilot()->executeTacOrderQueue();
						else
							mover->getPilot()->setPlayerTacOrder(tacOrder);
					}
					break;
				case ORDER_ORIGIN_COMMANDER:
					mover->getPilot()->setGeneralTacOrder(tacOrder);
					break;
				case ORDER_ORIGIN_SELF:
					mover->getPilot()->setAlarmTacOrder(tacOrder, priority);
					break;
			}
			mover->selectionIndex = -1;
		}
	}

	return(NO_ERR);
}