EResults RunEncounter (CUniverse &Universe, CSimViewer &Viewer, CStationType *pDefenderType, CShipClass *pAttackerClass, CSovereign *pAttackerSovereign) { int iTimeOut = DEFAULT_TIME_OUT; // Make sure the universe is clean CString sError; if (Universe.InitGame(0, &sError) != NOERROR) { printf("ERROR: %s", sError.GetASCIIZPointer()); return resultError; } // Create an empty system CSystem *pSystem; if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR) { printf("ERROR: Unable to create empty star system.\n"); return resultError; } // Create a station in the center of the system CSpaceObject *pStation; if (pSystem->CreateStation(pDefenderType, NULL, CVector(), &pStation) != NOERROR) { printf("ERROR: Unable to create station.\n"); return resultError; } // Set the POV Universe.SetPOV(pStation); pSystem->SetPOVLRS(pStation); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); Universe.StartGame(true); // Now create an attacker some distance away CVector vPos = PolarToVector(mathRandom(0, 359), INITIAL_DISTANCE); CShip *pAttacker; if (pSystem->CreateShip(pAttackerClass->GetUNID(), NULL, NULL, pAttackerSovereign, vPos, CVector(), 0, NULL, NULL, &pAttacker) != NOERROR) { printf("ERROR: Unable to create attacking ship.\n"); return resultError; } // Set the attacker to attack the station IShipController *pController = pAttacker->GetController(); if (pController == NULL) { printf("ERROR: No controller for ship.\n"); return resultError; } pController->AddOrder(IShipController::orderAttackStation, pStation, IShipController::SData()); // Watch the attacker Universe.SetPOV(pAttacker); pSystem->SetPOVLRS(pAttacker); // Update context SSystemUpdateCtx Ctx; Ctx.bForceEventFiring = true; Ctx.bForcePainted = true; // Now keep updating until either the station is destroyed, the ship is destroyed, or we time-out int iTime = 0; int iDestroyedTime = (Viewer.IsEmpty() ? 0 : DESTROY_TIME); bool bDestroyed = false; EResults iResult = resultTimeout; while (iTime < iTimeOut && (!bDestroyed || iDestroyedTime > 0)) { iTime++; Universe.Update(Ctx); if (!Viewer.IsEmpty()) Viewer.PaintViewport(Universe); if (bDestroyed) iDestroyedTime--; else if (pStation->IsDestroyed() || pStation->IsAbandoned()) { bDestroyed = true; iResult = resultDefenderDestroyed; } else if (pAttacker->IsDestroyed()) { bDestroyed = true; iResult = resultAttackerDestroyed; } } // Done return iResult; }
void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine) { int i; // Compute the list of weapons to show, making sure we filter to weapons // and missiles only. CItemTypeTable Selection; if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB)) || (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm")))) { printf("No entries match criteria.\n"); return; } Selection.Sort(); // Ship to use DWORD dwPlatformUNID; if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID)) dwPlatformUNID = WEAPON_PLATFORM_UNID; // Compute some metrics int iFramesPerItem = 10; int cxFrameHorzMargin = 10; int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel)); int cyFrame = 64; int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick); int iHitEffectFramesPerItem = 5; int cxHitEffect = 128; int cyHitEffect = 128; int cyRowTitle = 20; int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem); int cxRow = ITEM_ICON_WIDTH + cxFrame; int iColumns = Max(1, mathSqrt(Selection.GetCount())); int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns; int cxImage = cxRow * iColumns; int cyImage = cyRow * iRows; // Initialize the output COutputChart Output; Output.SetContentSize(cxImage, cyImage); Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output"))); // Initialize fonts Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font"))); Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF)); // Prepare the universe CSystem *pSystem; if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR) { printf("ERROR: Unable to create empty star system.\n"); return; } // Create a target in the center of the system CSpaceObject *pStation; CStationType *pTargetType = Universe.FindStationType(TARGET_UNID); if (pTargetType == NULL || pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR) { printf("ERROR: Unable to create station.\n"); return; } // Create the weapon platform some distance away CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID); CShip *pPlatform; if (pPlatformSovereign == NULL || pSystem->CreateShip(dwPlatformUNID, NULL, NULL, pPlatformSovereign, CVector(-5.0 * LIGHT_SECOND, 0.), CVector(), 0, NULL, NULL, &pPlatform) != NOERROR) { printf("ERROR: Unable to create weapons platform.\n"); return; } // Set the attacker to hold IShipController *pController = pPlatform->GetController(); if (pController == NULL) { printf("ERROR: No controller for ship.\n"); return; } pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData()); pPlatform->SetControllerEnabled(false); // Install the largest possible reactor on the ship CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID); if (pReactorType) { CItem ReactorItem(pReactorType, 1); CItemListManipulator ItemList(pPlatform->GetItemList()); ItemList.AddItem(ReactorItem); pPlatform->OnComponentChanged(comCargo); pPlatform->ItemsModified(); pPlatform->InvalidateItemListAddRemove(); pPlatform->InstallItemAsDevice(ItemList); } // Set the POV Universe.SetPOV(pStation); pSystem->SetPOVLRS(pStation); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); Universe.StartGame(true); // Output each weapon int xOrigin; int yOrigin; CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin); const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE); CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE); for (i = 0; i < Selection.GetCount(); i++) { CItemType *pType = Selection.GetItemType(i); // Compute the metrics of this row int xRow = xOrigin + (i % iColumns) * cxRow; int yRow = yOrigin + (i / iColumns) * cyRow; // Paint the weapon title Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40)); TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase()); // Paint the frames PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin, yRow + cyRowTitle, cxMaxDistPerTick, cyFrame); } // Done Output.Output(); }