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/***************************************************************************
submarine.cpp - description
-------------------
begin : Sat Mar 16 2002
copyright : (C) 2002 by Michael Bridak
email : michael.bridak@verizon.net
$Id: submarine.cpp,v 1.6 2003/04/14 05:51:04 mbridak Exp $
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License. *
* . *
* *
***************************************************************************/
#include <iostream>
#include <fstream>
#include <math.h>
#include <limits.h>
#include <stdlib.h>
#include <string.h>
#include "submarine.h"
#include "files.h"
#include "sound.h"
#include "map.h"
using namespace std;
Submarine::Submarine()
{
Init();
}
Submarine::~Submarine()
{
}
void Submarine::Init()
{
int index;
//Passive Sonar Cross Section
//in future make different pscs's
//based on angle of view, front
//side and rear.
PSCS=83.0;
Active = FALSE;
CavitationFlag=0;
Depth=0;
MaxDepth=999;
Speed=5.0;
MaxSpeed=32;
MinSpeed=-12;
DesiredSpeed=0;
Rudder=10;
TorpedosOnBoard=24;
NoiseMakers = 12;
ShipClass = CLASS_MERCHANT;
// clear targets
targets = NULL;
last_target = NULL;
current_target = -1;
for (index = 0; index < MAX_TUBES; index++)
torpedo_tube[index] = TUBE_EMPTY;
next = NULL;
target = NULL;
owner = NULL;
fuel_remaining = INT_MAX;
hull_strength = 1;
has_sonar = TRUE;
mission_status = MISSION_NONE;
mission_timer = 0;
mood = MOOD_PASSIVE;
convoy_course_change = CONVOY_CHANGE_COURSE;
radio_message = RADIO_NONE;
pinging = FALSE;
using_radar = FALSE;
map = NULL;
ClassName[0] = '\0';
ClassType[0] = '\0';
}
float Submarine::RadiatedNoise(){
//This will return how noisey you are
float unit=40;
float multiplier=4.2;
float value=0;
CheckForCavitation();
value = PSCS + (unit * CavitationFlag) + (((CheckNegSpeed(Speed)>4.9)*multiplier) * CheckNegSpeed(Speed));
if (pinging)
value += PING_NOISE;
return value;
}
float Submarine::CheckNegSpeed(float value){
if(value < 0){
return 100.0 - (100.0 + value);
}else{
return value;
}
}
void Submarine::CheckForCavitation(){
//Check to see if we are cavitating...
// 4-5kts @ 0-100ft.
// 5-14kts @ 100-150ft
// 14-35kts @ 150-600ft
CavitationFlag = 0;
if ((Depth <100) && (CheckNegSpeed(Speed) > 4.0)){
if ((CheckNegSpeed(Speed) - 4.0) > (float) Depth / 100.0){
CavitationFlag = 1;
}
return;
}
if ((Depth < 150) && (CheckNegSpeed(Speed) > 5.0)){
if (((CheckNegSpeed(Speed) - 5.0) * 5.555) > (Depth -100)){
CavitationFlag = 1;
}
return;
}
if ((Depth < 600) && (CheckNegSpeed(Speed) > 14.0)){
if (((CheckNegSpeed(Speed) - 14.0) * 21.428) > (Depth - 150)){
CavitationFlag = 1;
}
return;
}
}
double Submarine::BearingToTarget(Submarine *Target){
double latdif=0, londif=0, bearing = 0; //atan() needs doubles
//LatLonDifference(observer, target, &latdif, &londif);
if (! Target)
return 0;
if (Lat_TotalYards > Target->Lat_TotalYards){
latdif = Lat_TotalYards - Target->Lat_TotalYards;
}
else{
latdif = Target->Lat_TotalYards - Lat_TotalYards;
}
if (Lon_TotalYards > Target->Lon_TotalYards){
londif = Lon_TotalYards - Target->Lon_TotalYards;
}
else{
londif = Target->Lon_TotalYards - Lon_TotalYards;
}
if ((Lon_TotalYards < Target->Lon_TotalYards) &&
(Lat_TotalYards < Target->Lat_TotalYards)){
bearing = (360 - ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
else if ((Lon_TotalYards < Target->Lon_TotalYards) &&
(Lat_TotalYards > Target->Lat_TotalYards)){
bearing = (0 + ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
else if ((Lon_TotalYards > Target->Lon_TotalYards) &&
(Lat_TotalYards < Target->Lat_TotalYards)){
bearing = (180 + ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
else if ((Lon_TotalYards > Target->Lon_TotalYards) &&
(Lat_TotalYards > Target->Lat_TotalYards)){
bearing = (180 - ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
if (londif == 0){
if (Lat_TotalYards > Target->Lat_TotalYards){
bearing = 90;
}else{
bearing = 270;
}
}
if (latdif == 0){
if (Lon_TotalYards > Target->Lon_TotalYards){
bearing = 180;
}else{
bearing = 0;
}
}
return bearing;
}
double Submarine::BearingToOrigin(Submarine *Target)
{
double latdif=0, londif=0, bearing = 0; //atan() needs doubles
//LatLonDifference(observer, target, &latdif, &londif);
if (! Target)
return 0;
if (Lat_TotalYards > Target->origin_x){
latdif = Lat_TotalYards - Target->origin_x;
}
else{
latdif = Target->origin_x - Lat_TotalYards;
}
if (Lon_TotalYards > Target->origin_y){
londif = Lon_TotalYards - Target->origin_y;
}
else{
londif = Target->origin_y - Lon_TotalYards;
}
if ((Lon_TotalYards < Target->origin_y) &&
(Lat_TotalYards < Target->origin_x)){
bearing = (360 - ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
if ((Lon_TotalYards < Target->origin_y) &&
(Lat_TotalYards > Target->origin_x)){
bearing = (0 + ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
if ((Lon_TotalYards > Target->origin_y) &&
(Lat_TotalYards < Target->origin_x)){
bearing = (180 + ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
if ((Lon_TotalYards > Target->origin_y) &&
(Lat_TotalYards > Target->origin_x)){
bearing = (180 - ((atan(latdif / londif) * 360) / 6.28318530717958647692));
}
if (londif == 0){
if (Lat_TotalYards > Target->origin_x){
bearing = 90;
}else{
bearing = 270;
}
}
if (latdif == 0){
if (Lon_TotalYards > Target->origin_y){
bearing = 180;
}else{
bearing = 0;
}
}
return bearing;
}
double Submarine::DistanceToTarget(Submarine *Target){
double latdif = 0, londif = 0; //sqrt needs doubles
//LatLonDifference( observer, target, &latdif, &londif );
if (! Target)
return 0;
if (Lat_TotalYards > Target->Lat_TotalYards){
latdif = Lat_TotalYards - Target->Lat_TotalYards;
}
else{
latdif = Target->Lat_TotalYards - Lat_TotalYards;
}
if (Lon_TotalYards > Target->Lon_TotalYards){
londif = Lon_TotalYards - Target->Lon_TotalYards;
}
else{
londif = Target->Lon_TotalYards - Lon_TotalYards;
}
return sqrt((latdif * latdif) + (londif * londif));
}
float Submarine::DEAngle(Submarine *Target){
double distance = 0.0;
int depthDifference = 0;
double deang = 0.0;
distance = DistanceToTarget(Target);
if (Depth < Target->Depth){
depthDifference = (int)(Target->Depth - Depth);
}else{
depthDifference = (int)(Depth - Target->Depth);
}
if (depthDifference != 0) depthDifference = depthDifference * 3;
if (distance > depthDifference){
deang = (atan(distance / depthDifference) * 360) / 6.283185307179;
}else{
deang = (atan(depthDifference / distance) * 360) / 6.283185307179;
}
if (Depth > Target->Depth){
deang = 90.0 - deang;
}else{
deang = deang - 90.0;
}
return (float)deang;
}
void Submarine::Handeling(){
// This is where we change the ships characteristics
// based on the desired variables
// First we'll do depth
// float UpBubble; //The greater the amount the faster the change.
// float DownBubble;
float AmountOfChange; //How much to turn the boat.
float temp_speed = Speed;
float delta_depth = 0.0;
if (temp_speed < 0)
temp_speed = -temp_speed;
// keep desired depth sane
if (DesiredDepth < 0)
DesiredDepth = 0;
else if (DesiredDepth > MaxDepth)
DesiredDepth = MaxDepth;
delta_depth = temp_speed * PLANES_CHANGE;
if (delta_depth < 1.0)
delta_depth = 1.0;
else if (delta_depth > 5.0)
delta_depth = 5.0;
if (ShipType == TYPE_TORPEDO)
delta_depth *= 2.0;
if (DesiredDepth > Depth){ //Do we need to go up?
// UpBubble = 0.05; //5% up bubble if we're close
// if ((DesiredDepth - Depth) > 20){
// UpBubble = 0.1; //10% Up Bubble
// }
// UpBubble *= 4;
// Depth += ((temp_speed * PLANES_CHANGE) * UpBubble); //feet per second @ 1kt = 0.185
Depth += delta_depth;
if (Depth > DesiredDepth){ //if we have risen past the desired depth
Depth = DesiredDepth; //Flatten us out
}
}
if (DesiredDepth < Depth){ //Do we need to go down?
// DownBubble= 0.05; //5% Down Bubble if we're close
// if ((Depth - DesiredDepth) >20){
// DownBubble = 0.1; //10% down bubble
// }
// UpBubble *= 4;
// Depth -= ((temp_speed * PLANES_CHANGE) * DownBubble);
Depth -= delta_depth;
if (Depth < DesiredDepth){
Depth = DesiredDepth;
}
}
//Change Heading
// AmountOfChange = (Rudder * Speed) * 0.012;
AmountOfChange = (Rudder * temp_speed) * RUDDER_CHANGE;
#ifdef DEBUG
printf("Rudder change %f\n", AmountOfChange);
#endif
if (Heading > DesiredHeading){
if ((Heading - DesiredHeading) < 180){
Heading = Heading - AmountOfChange;
if ((Heading < DesiredHeading) &&
((DesiredHeading - Heading) < AmountOfChange)){
Heading = (float)DesiredHeading;
}
}
else{
Heading = Heading + AmountOfChange;
if ((Heading > DesiredHeading) &&
((Heading - DesiredHeading) < AmountOfChange)){
Heading = (float)DesiredHeading;
}
}
}
else{
if (Heading < DesiredHeading){
if ((DesiredHeading - Heading) < 180){
Heading += AmountOfChange;
if ((Heading > DesiredHeading) &&
((Heading - DesiredHeading) < AmountOfChange)){
Heading = (float)DesiredHeading;
}
}
else{
Heading = Heading - AmountOfChange;
if ((Heading < DesiredHeading) &&
((DesiredHeading - Heading) < AmountOfChange)){
Heading = (float)DesiredHeading;
}
}
}
}
if (Heading > 360){
Heading = Heading - 360.0;
}
else{
if (Heading < 0){
Heading = Heading + 360.0;
}
}
// Change Speed
if(DesiredSpeed > MaxSpeed) DesiredSpeed = MaxSpeed;
if(DesiredSpeed < MinSpeed) DesiredSpeed = MinSpeed;
if (DesiredSpeed > Speed){ //Speed Up
Speed += 0.45; //a little less than 1/2 a knot per second..
if (Speed > DesiredSpeed) Speed = DesiredSpeed; // Did we go past target speed?
}
if (Speed > DesiredSpeed){ //Slow Down
Speed -= 0.45;
if (Speed < DesiredSpeed) Speed=DesiredSpeed; // Did we slow too much?
}
}
// We can detect a new target
// Make sure it is on the list.
// Function returns TRUE on success or FALSE on error
int Submarine::Add_Target(Submarine *new_sub, float signal_strength)
{
int add_contact, found = FALSE;
Target *my_target, *new_target, *last_target = NULL;
if (signal_strength == 2.0)
add_contact = CONTACT_WEAK;
else if (signal_strength == 1.0)
add_contact = CONTACT_WEAK;
else if (signal_strength == CONTACT_PING)
add_contact = CONTACT_WEAK;
else
add_contact = 1;
// check to see if target is already in the list
my_target = targets;
while ( (my_target) && (! found) )
{
if (my_target->sub == new_sub)
found = TRUE;
else
{
last_target = my_target;
my_target = (Target *) my_target->next;
}
} // end of looking for existing target
if (found)
{
if ( (signal_strength == CONTACT_PING) &&
(my_target->contact_strength < CONTACT_WEAK) )
my_target->contact_strength = CONTACT_WEAK + 2;
else if (signal_strength == CONTACT_PING)
my_target->contact_strength = my_target->contact_strength;
else if ( (add_contact == CONTACT_WEAK) &&
(my_target->contact_strength >= CONTACT_WEAK) )
my_target->contact_strength = my_target->contact_strength;
else
my_target->contact_strength += add_contact;
if (my_target->contact_strength > CONTACT_SOLID)
my_target->contact_strength = CONTACT_SOLID;
return TRUE;
}
else // need new contact
{
#ifdef DEBUG
printf("Adding new target\n");
#endif
new_target = (Target *) calloc( 1, sizeof(Target) );
if (! new_target)
return FALSE;
new_target->sub = new_sub;
new_target->contact_strength = add_contact;
new_target->next = NULL; // not needed, but let's be careful
if (last_target)
last_target->next = new_target;
else
targets = new_target;
}
return TRUE;
}
// Find and reduce a target from the list
void Submarine::Remove_Target(Submarine *old_sub)
{
int found = FALSE;
Target *my_target;
my_target = targets;
while ( (! found) && (my_target) )
{
if (my_target->sub == old_sub)
{
if (my_target->contact_strength < 1)
Cancel_Target(old_sub);
else
my_target->contact_strength -= 2;
found = TRUE;
}
else
my_target = (Target *)my_target->next;
}
}
// Find and completely remove a target from the list
void Submarine::Cancel_Target(Submarine *old_sub)
{
int found = FALSE;
Target *my_target, *previous = NULL;
#ifdef DEBUG
printf("Removing target we can't hear.\n");
#endif
my_target = targets;
while ( (!found) && (my_target) )
{
if (my_target->sub == old_sub)
{
if (previous)
previous->next = my_target->next;
else // first item in the list
targets = (Target *) my_target->next;
my_target->next = NULL;
if (my_target == last_target)
last_target = NULL;
free(my_target);
found = TRUE;
}
else
{
previous = my_target;
my_target = (Target *)my_target->next;
}
}
}
// This function will let us know if a ship is on our target list
// Returns the signal strength if the ship exists or FALSE if it does not.
int Submarine::Can_Detect(Submarine *a_sub)
{
int found = FALSE;
Target *my_target;
my_target = (Target *)targets;
while ( (my_target) && (! found) )
{
if (my_target->sub == a_sub)
found = TRUE;
else
my_target = (Target *)my_target->next;
}
if (found)
return my_target->contact_strength;
else
return FALSE;
}
// Find the next available target. Return the target
// pointer or NULL if no target is found
/*
Submarine *Submarine::Next_Target()
{
Target *original = last_target;
Target *my_target;
if (! targets)
{
last_target = NULL;
return NULL; // no possible targets
}
if (! original) // nothing selected before, return first item
{
last_target = targets;
return (Submarine *)last_target->sub;
}
my_target = (Target *) original->next;
if (my_target)
{
last_target = my_target;
return (Submarine *)last_target->sub;
}
else
{
last_target = targets;
return (Submarine *)last_target->sub;
}
}
*/
Submarine *Submarine::Next_Target()
{
Target *original = NULL;
Target *my_target;
int found = FALSE;
// no possible targets to return
if (! targets)
{
last_target = NULL;
return NULL;
}
if (! last_target)
{
last_target = targets;
my_target = last_target;
}
else // we used to have a target
{
my_target = (Target *) last_target->next;
if (! my_target)
my_target = targets;
}
// starting from the last target, try to find something
// we can use
while ( (! found) && (my_target != original) )
{
#ifdef DEBUG
printf("Testing signal strength: %d\n", my_target->contact_strength);
#endif
if (my_target->contact_strength >= CONTACT_WEAK)
found = TRUE;
else
{
if (! original)
original = my_target;
my_target = (Target *) my_target->next;
if (! my_target)
my_target = targets;
}
}
if (found)
{
#ifdef DEBUG
printf("Returning new target.\n");
#endif
last_target = my_target;
return (Submarine *) my_target->sub;
}
else
{
#ifdef DEBUG
printf("No target found.\n");
#endif
last_target = targets;
return NULL;
}
}
// This function should be called right after the ship is created. It
// will load the ship's class specific information from the appropriate
// data file.
// The data file's format will be
// maxspeed maxdepth name rudder torpedoes-carried hull_strength has_sonar, PSCS class-name class-type
int Submarine::Load_Class(char *my_file)
{
// confirm file exists
if (! my_file)
return FALSE;
ifstream infile(my_file, ios::in);
if (! infile)
return FALSE;
// load data
infile >> MaxSpeed >> MaxDepth >> Rudder >> TorpedosOnBoard >> hull_strength >> has_sonar >> PSCS >> ClassName >> ClassType;
infile.close();
// if we carry torpedoes, we also carry noisemakers
NoiseMakers = TorpedosOnBoard / 2;
return TRUE;
}
// This function tries to load a single line from the passed file
// and translates the contents to the ship's mission.
// The function returns TRUE on success and FALSE if an
// error occurs.
int Submarine::Load_Mission(FILE *from_file)
{
char line[256];
char *status;
if (! from_file)
return FALSE;
memset(line, '\0', 256);
status = fgets(line, 256, from_file);
if (status)
{
#ifndef WIN32
if (! strncasecmp(line, "sink", 4) )
mission_status = MISSION_SINK;
else if (! strncasecmp(line, "find", 4) )
mission_status = MISSION_FIND;
else if (! strncasecmp(line, "alive", 5) )
mission_status = MISSION_ALIVE;
else
mission_status = MISSION_NONE;
#else
if (! my_strncasecmp(line, "sink", 4) )
mission_status = MISSION_SINK;
else if (! my_strncasecmp(line, "find", 4) )
mission_status = MISSION_FIND;
else if (! my_strncasecmp(line, "alive", 5) )
mission_status = MISSION_ALIVE;
else
mission_status = MISSION_NONE;
#endif
if (mission_status == MISSION_ALIVE)
sscanf( &(line[6]), "%d", &mission_timer);
}
else // could not read line, default to none
mission_status = MISSION_NONE;
return TRUE;
}
// This function will attempt to manipulate a torpedo tube. We can
// load a torpedo into a tube, load a noisemaker, empty a tube or
// fire the contents of the tube.
// The function returns a status number based on what happened or
// did not happen.
int Submarine::Use_Tube(int action, int tube_number)
{
if ( (tube_number < 0) || (tube_number >= MAX_TUBES) )
return TUBE_ERROR_NUMBER;
switch (action)
{
case LOAD_TORPEDO:
if (TorpedosOnBoard <= 0)
return TUBE_ERROR_NO_TORPEDO;
if (torpedo_tube[tube_number] == TUBE_EMPTY)
{
torpedo_tube[tube_number] = TUBE_TORPEDO;
TorpedosOnBoard--;
return TUBE_ERROR_TORPEDO_SUCCESS;
}
else
return TUBE_ERROR_FULL;
break;
case LOAD_NOISEMAKER:
if (NoiseMakers <= 0)
return TUBE_ERROR_NO_NOISE;
if (torpedo_tube[tube_number] == TUBE_EMPTY)
{
torpedo_tube[tube_number] = TUBE_NOISEMAKER;
NoiseMakers--;
return TUBE_ERROR_NOISEMAKER_SUCCESS;
}
else
return TUBE_ERROR_FULL;
break;
case UNLOAD_TUBE:
if (torpedo_tube[tube_number] == TUBE_TORPEDO)
TorpedosOnBoard++;
else if (torpedo_tube[tube_number] == TUBE_NOISEMAKER)
NoiseMakers++;
torpedo_tube[tube_number] = TUBE_EMPTY;
return TUBE_ERROR_UNLOAD_SUCCESS;
case FIRE_TUBE:
if (torpedo_tube[tube_number] == TUBE_EMPTY)
return TUBE_ERROR_FIRE_FAIL;
else if (torpedo_tube[tube_number] == TUBE_TORPEDO)
{
torpedo_tube[tube_number] = TUBE_EMPTY;
return TUBE_ERROR_FIRE_SUCCESS;
}
else if (torpedo_tube[tube_number] == TUBE_NOISEMAKER)
{
torpedo_tube[tube_number] = TUBE_EMPTY;
return TUBE_ERROR_FIRE_NOISEMAKER;
}
break;
default:
return TUBE_ERROR_ACTION;
}
return TRUE; // this shouldn't happen, but just in case
}
// This function launches a torpedo or noise maker. If the
// passed target is NULL, the new torp/noisemaker is given a
// random course and no target, leaving it to run in a striaght line.
// On success the function passes back a pointer to the new torpedo
// and on failure NULL is returned.
Submarine *Submarine::Fire_Tube(Submarine *target, char *ship_file)
{
Submarine *my_torp;
my_torp = new Submarine();
if (! my_torp)
return NULL;
my_torp->Load_Class(ship_file);
if (target)
{
my_torp->target = target;
// set heading and desired depth
my_torp->DesiredHeading = my_torp->Heading = BearingToTarget(target);
my_torp->DesiredDepth = target->Depth;
my_torp->ShipType = TYPE_TORPEDO;
}
else // no target, noisemaker
{
my_torp->target = NULL;
// set random heading
my_torp->Heading = rand() % 360;
my_torp->DesiredHeading = my_torp->Heading;
my_torp->ShipType = TYPE_NOISEMAKER;
}
// set current position
my_torp->Lat_TotalYards = Lat_TotalYards;
my_torp->Lon_TotalYards = Lon_TotalYards;
// set fuel
my_torp->fuel_remaining = TORPEDO_FUEL;
// set depth
my_torp->Depth = Depth;
// set speed and desired speed
my_torp->Speed = Speed;
my_torp->DesiredSpeed = my_torp->MaxSpeed;
// my_torp->ShipType = TYPE_TORPEDO;
// my_torp->Friend = FOE;
my_torp->Friend = Friend;
my_torp->origin_x = Lat_TotalYards;
my_torp->origin_y = Lon_TotalYards;
return my_torp;
}
// This function lets us know if we can hear another ship/sub/
// It returns TRUE if we can hear it and FALSE if we can not.
int Submarine::Can_Hear(Submarine *target)
{
float Range = DistanceToTarget(target);
float NauticalMiles = (float)Range / 2000.0;
float HisPassiveSonarCrosssection = target->PSCS;
float EffectiveTargetSpeed;
float AmbientNoise;
float OwnShipNoise;
float TotalNoise;
float TargetNoise;
float Gb;
float Lbp;
float NoiseFromSpeed;
float BasisNoiseLevel;
float value;
float SeaState = 3.0; // Anyone want to model the weather.
float minimum_sound = -45.0;
int thermal_layers = 0;
// sanity check
if (! target)
return FALSE;
/* There is a special case here. If the listener is a surface
ship then they have radar. Thus the listener can always
detect anything on or above the surface.
*/
if (ShipType == TYPE_SHIP)
{
if (target->Depth <= 0)
return TRUE;
if (target->using_radar)
return TRUE;
}
if (ShipType == TYPE_TORPEDO)
minimum_sound *= 2.5;
else if (ShipType == TYPE_SHIP)
minimum_sound *= 1.75;
if (target->Speed <= 5.0){
EffectiveTargetSpeed = 0.0;
}else{
EffectiveTargetSpeed = target->Speed - 5.0;
}
if (target->Speed < 20.0){
NoiseFromSpeed = 1.30;
BasisNoiseLevel = 0.0;
}else{
NoiseFromSpeed = 0.65;
BasisNoiseLevel = 9.75;
}
// check just in case we didn't set the map variable
if (map)
{
thermal_layers = map->Thermals_Between(Depth, target->Depth);
#ifdef DEBUGMAP
printf("%d thermals between ship and target\n", thermal_layers);
#endif
}
AmbientNoise = 89.0 + (5.0 * SeaState);
OwnShipNoise = RadiatedNoise();
TotalNoise = 10.0 * log10(pow(10.0,OwnShipNoise/10.0) + pow(10.0,AmbientNoise/10.0));
Gb = (TotalNoise - AmbientNoise) / 2.9;
Lbp = AmbientNoise + Gb;
TargetNoise = HisPassiveSonarCrosssection +
((NoiseFromSpeed * EffectiveTargetSpeed) + BasisNoiseLevel);
if (target->pinging)
TargetNoise += PING_NOISE;
if (thermal_layers)
TargetNoise -= TargetNoise * (thermal_layers * THERMAL_FILTER);
value = TargetNoise - (20.0 * log10(NauticalMiles) + 1.1 * NauticalMiles) - Lbp;
// if (!observer)
// SonarStation.flowandambientnoise = (Lbp - 34);
if (value > minimum_sound){
return TRUE;
}else{
return FALSE;
}
}
// This function will simply return if we do not have a target.
// If we do have a target, and we can hear it, this will adjust the
// torpedo's desired heading and desired depth to match the target.
// The function returns TRUE.
int Submarine::Torpedo_AI(Submarine *all_subs)
{
int can_hear_target = FALSE;
Submarine *my_sub;
// if (! target)
// return TRUE;
// Noisemakers should run at full speed in a straight line
if (ShipType == TYPE_NOISEMAKER)
return TRUE;
// check to see if we can hear the target
if (target)
can_hear_target = Can_Hear(target);
// aim for our target if we have one
if (can_hear_target)
{
DesiredHeading = BearingToTarget(target);
DesiredDepth = target->Depth;
DesiredSpeed = MaxSpeed;
return TRUE;
}
// when we delevop active sonar, that should go here
// as a backup to passive sonar
// we cannot hear our target, see if we can detect a new one
target = NULL;
my_sub = all_subs;
while ( (my_sub) && (! target) )
{
// aim for the first thing we hear
if ( (my_sub->Friend != Friend) && ( Can_Hear(my_sub) ) )
target = my_sub;
else
my_sub = my_sub->next;
}
// what if we can't hear any target, go into search mode
if (! target)
{
DesiredHeading = Heading + 90;
DesiredSpeed = MaxSpeed / 2;
}
return TRUE;
}
// This function tells us what AI ships and submarines will do.
// This function returns a link to all torpedoes.
Submarine *Submarine::Sub_AI(Submarine *all_ships, Submarine *all_torpedoes, void *helicopters)
{
int change;
Submarine *torpedo;
int can_hear_torpedo;
double distance;
int bearing;
Submarine *target = NULL, *my_torpedoes;
int status, found;
int action = 0; // 1 = running, 2 = chasing
Submarine *track_torpedo = NULL;
// most important thing we can do is run away from torpedoes
if (has_sonar)
{
#ifdef AIDEBUG
printf("We have sonar.\n");
#endif
// go through all torpedoes and see if any of them
// chasing us
torpedo = all_torpedoes;
status = FALSE; // make sure we only run away form one torpedo
while ( (torpedo) && (! status) )
{
if (torpedo->ShipType == TYPE_TORPEDO)
{
can_hear_torpedo = Can_Hear(torpedo);
distance = DistanceToTarget(torpedo);
// if we can hear a torpedo, it is close and it is aimed at us
// then we run
if ( (can_hear_torpedo) && (torpedo->target == this) &&
(distance < (MAX_TORPEDO_RANGE * MILES_TO_YARDS) ) )
{
// status = (DesiredSpeed == MaxSpeed);
all_torpedoes = Launch_Noisemaker(all_torpedoes, torpedo);
bearing = (int) BearingToTarget(torpedo);
bearing += 180;
if (bearing >= 360)
bearing = bearing % 360;
DesiredHeading = bearing;
DesiredSpeed = MaxSpeed;
// subs can dive too
if (ShipType == TYPE_SUB)
{
if (torpedo->Depth <= Depth) // it is above us
DesiredDepth = MaxDepth;
else if (torpedo->Depth > Depth) // below us
DesiredDepth = PERISCOPE_DEPTH;
}
if (mood == MOOD_CONVOY)
mood = MOOD_PASSIVE;
// if (! status)
// return all_torpedoes;
action = 1; // running
status = TRUE;
}
// we hear a torpedo but it is not coming after us
else if ( (can_hear_torpedo) && (TorpedosOnBoard) )
{
if (ShipType == TYPE_SHIP)
mood = MOOD_ATTACK;
// if we are not tracking anything, check out the torp
if ( (! track_torpedo) && (torpedo->Friend != Friend) )
{
#ifdef AIDEBUG
printf("Found torpedo to track.\n");
#endif
track_torpedo = torpedo;
}
}
if ( (can_hear_torpedo) && (ShipType == TYPE_SHIP) )
Radio_Signal(all_ships, RADIO_HEAR_TORPEDO);
} // end of this is a torpedo
torpedo = torpedo->next;
} // end of checking out torpedoes in the water
#ifdef AIDEBUG
printf("Checking for targets.\n");
#endif
// see if we can hear a nearby enemy to shoot at
target = Have_Enemy_Target(all_ships);
#ifdef AIDEBUG
if (target) printf("Found enemy.\n");
#endif
int count = Count_Torpedoes(all_torpedoes);
if ( (target) && (TorpedosOnBoard > 0) )
// (count < MAX_TORPEDOES_FIRED) )
{
int target_range = DistanceToTarget(target);
int shooting_range;
// we shoot at different distances, depending on mood
if (mood == MOOD_ATTACK)
shooting_range = TORPEDO_RANGE_ATTACK;
else
shooting_range = TORPEDO_RANGE_PASSIVE;
shooting_range += (rand() % 3) - 2; // add some randomness
target_range *= YARDS_TO_MILES;
#ifdef AIDEBUG
printf("Checking range %d\n", target_range);
#endif
if ( (count < MAX_TORPEDOES_FIRED) &&
(target_range < shooting_range) )
{
#ifdef AIDEBUG
printf("Firing with %d torpedoes.\n", count);
#endif
torpedo_tube[0] = TUBE_TORPEDO;
status = Use_Tube(FIRE_TUBE, 0);
if (status == TUBE_ERROR_FIRE_SUCCESS)
{
char *ship_file, filename[] = "ships/class5.shp";
ship_file = Find_Data_File(filename);
torpedo = Fire_Tube(target, ship_file );
if ( (ship_file) && (ship_file != filename) )
free(ship_file);
if (torpedo)
{
#ifdef AIDEBUG
printf("Successfully fired torpedo.\n");
#endif
torpedo->Friend = Friend;
torpedo->owner = this;
// all_torpedoes = Add_Ship(all_torpedoes, torpedo);
// add torpedo to linked list
if (! all_torpedoes)
all_torpedoes = torpedo;
else
{
my_torpedoes = all_torpedoes;
found = FALSE;
while ( (! found) && (my_torpedoes) )
{
if (my_torpedoes->next)
my_torpedoes = my_torpedoes->next;
else
{
my_torpedoes->next = torpedo;
found = TRUE;
// return all_torpedoes;
}
}
} // add torpedo to list
}
TorpedosOnBoard--;
#ifdef AIDEBUG
printf("I have %d torpedoes left.\n", TorpedosOnBoard);
#endif
return all_torpedoes;
} // torpedo firing was successful
} // can fire torpedo at target in range
// we hear an enemy, but can't fire yet
else if ( (mood == MOOD_ATTACK) && (! action) )
{
DesiredHeading = BearingToTarget(target);
if (ShipType == TYPE_SHIP)
DesiredSpeed = (MaxSpeed / 2) + (rand() % 5) - 2;
else // sub
DesiredSpeed = (MaxSpeed / 3) + (rand() % 3) + 1;
if (ShipType == TYPE_SUB)
{
DesiredDepth = target->Depth;
if (DesiredDepth < PERISCOPE_DEPTH)
DesiredDepth = PERISCOPE_DEPTH;
}
action = 2;
}
} // end of we have a target and we have torpedoes on board
// we are not tracking anything, but we have torpedoes
// and we can hear a torpedo
// move toward the origin of the torpedo we hear
else if ( (TorpedosOnBoard > 0) && (track_torpedo) && (!action) )
{
#ifdef AIDEBUG
printf("We hear a torpedo, tracking it.\n");
printf("We should probably only chase torpedoes if in attack mood\n");
#endif
DesiredHeading = BearingToOrigin(track_torpedo);
if (ShipType == TYPE_SUB)
DesiredDepth = track_torpedo->Depth;
}
// We have no target and no torpedo to follow
// if we are in attack mood we should slow down
// so we can hear better
else if ( (! action) && (!target) && (mood == MOOD_ATTACK) )
{
DesiredSpeed = (MaxSpeed / 3) + ( ( rand() % 5 ) - 3 );
}
// if we got this far we cannot hear a torpedo coming at us
if ( (Speed == MaxSpeed) && (! action) )
DesiredSpeed = MaxSpeed / 3;
} // I think this is the end of "we have sonar" section
// helicopters should go low if there are helicopters
if ( (ShipType == TYPE_SUB) && (helicopters) )
{
if (Depth < map->thermals[0])
DesiredDepth = map->thermals[0] + 25;
}
// when traveling in convoy, we change course once every
// ... twenty minutes?
if (mood == MOOD_CONVOY)
{
convoy_course_change--;
if (! convoy_course_change)
{
convoy_course_change = CONVOY_CHANGE_COURSE;
DesiredHeading += 90;
if (DesiredHeading >= 360)
DesiredHeading = DesiredHeading % 360;
}
}
else // got nothing to do, but perhaps change course
{
change = rand() % CHANCE_COURSE;
if (! change)
{
DesiredHeading = Heading + ( (rand() % 100) - 90);
if (DesiredHeading >= 360)
DesiredHeading = DesiredHeading % 360;
DesiredSpeed = MaxSpeed / 3;
// submarines should change depth too
if (ShipType == TYPE_SUB)
{
DesiredDepth =+ rand() % 200;
DesiredDepth /= 2;
DesiredDepth += PERISCOPE_DEPTH;
// DesiredDepth = ( (rand() % MaxDepth) / 2 ) + 50;
}
}
}
// check for radio message
if ( (ShipType == TYPE_SHIP) && (radio_message) )
{
if ( (radio_message == RADIO_UNDER_ATTACK) && (mood == MOOD_CONVOY) )
{
if (TorpedosOnBoard)
mood = MOOD_ATTACK;
else
{
mood = MOOD_PASSIVE;
DesiredHeading = rand() % 360;
}
DesiredSpeed = MaxSpeed;
}
else if ( (radio_message == RADIO_HEAR_TORPEDO) && (mood == MOOD_CONVOY) )
{
if (TorpedosOnBoard)
mood = MOOD_ATTACK;
else
mood = MOOD_PASSIVE;
}
}
radio_message = RADIO_NONE;
if ( (ShipType == TYPE_SUB) && (Depth < PERISCOPE_DEPTH) )
DesiredDepth = PERISCOPE_DEPTH;
return all_torpedoes;
} // end of Sub_AI
// This function checks on our torpedo to see how it
// is doing. If it has hit its target, we return HIT_TARGET.
// If we run out of fuel, we return OUT_OF_FUEL. Otherwise
// we return STATUS_OK.
// This function just checks status changes, it doesn't do
// anything about them.
int Submarine::Check_Status()
{
double range;
double delta_depth;
// first see if we ran out of fuel
fuel_remaining--;
if (fuel_remaining < 1)
return OUT_OF_FUEL;
if (target)
{
range = DistanceToTarget(target);
delta_depth = fabs(target->Depth - Depth);
if ( (range < HITTING_RANGE) && (delta_depth < HITTING_DEPTH) )
{
char *full_path, *explosion = "sounds/explosion.ogg";
full_path = Find_Data_File(explosion);
Play_Sound(full_path);
if ( (full_path) && (explosion) )
free(full_path);
return HIT_TARGET;
}
}
return STATUS_OK;
}
// This function reduces the remaining strength of the ship's hull.
// If the ship/sub can still float, we return DAMAGE_OK, but if
// the ship is sinking, we return DAMAGE_SINK.
// If the ship sinks, we set Active to FALSE.
int Submarine::Take_Damage()
{
hull_strength--;
if (hull_strength < 1)
{
Active = FALSE;
return DAMAGE_SINK;
}
else
return DAMAGE_OK;
}
// This function counts how many torpedoes we have active
// in the water (that we fired).
int Submarine::Count_Torpedoes(Submarine *all_torp)
{
int count = 0;
Submarine *torp = all_torp;
while (torp)
{
if ( (torp->owner == this) && (torp->ShipType == TYPE_TORPEDO) )
count++;
torp = torp->next;
}
#ifdef DEBUG
printf("We have %d TORPEDOES in the water\n", count);
#endif
return count;
}
// This function counts how many noisemakers we have in the water
int Submarine::Count_Noisemakers(Submarine *all_noise)
{
int count = 0;
Submarine *noise = all_noise;
while (noise)
{
if ( (noise->owner == this) && (noise->ShipType == TYPE_NOISEMAKER) )
count++;
noise = noise->next;
}
#ifdef DEBUG
printf("We have %d NOISEMAKERS in the water\n", count);
#endif
return count;
}
// This function checks the list of ships to see if we have any enemies
// to shoot at.
// To get results, we must have torpedoes on board,
// We must be able to hear them clearly.
// They must be an enemy (Friend must be opposite of our FOE or FRIEND).
// In the case of multiple matches, the closest target is returned.
Submarine *Submarine::Have_Enemy_Target(Submarine *all_ships)
{
Submarine *current, *min = NULL;
int current_distance, min_distance = INT_MAX;
int making_noise;
// can we shoot?
if (TorpedosOnBoard < 1)
return NULL;
// do we even have enemies?
if ( (Friend != FRIEND) && (Friend != FOE) )
return NULL;
current = all_ships;
while (current)
{
if ( ( (current->Friend == FOE) && (Friend == FRIEND) ) ||
( (current->Friend == FRIEND) && (Friend == FOE) ) )
{
#ifdef AIDEBUG
printf("Examining enemy ship.\n");
#endif
// we do not like this ship, are they closer than our current min?
current_distance = DistanceToTarget(current);
if (current_distance < min_distance)
{
#ifdef AIDEBUG
printf("Within range to become target.\n");
#endif
// they are close, can we hear them?
making_noise = Can_Hear(current);
if (making_noise)
{
#ifdef AIDEBUG
printf("We can hear this ship. Make it the target.\n");
#endif
min = current;
min_distance = current_distance;
// if the target is hostile and pinging, and
// we are in a convoy, switch to attack mood
if ( (current->pinging) && (mood == MOOD_CONVOY) )
mood = MOOD_ATTACK;
}
}
}
current = current->next;
}
return min;
}
// This function is only to be used by the AI. Here we assume
// we are being chased by a torpedo. We check to see how many
// noisemakers we have in the water. If it is less than the max
// number, we launch a noisemaker.
// This function returns a pointer to all torpedoes/noisemakers
Submarine *Submarine::Launch_Noisemaker(Submarine *all_noisemakers, Submarine *chased_by)
{
int existing_noisemakers;
Submarine *new_noisemaker = NULL, *my_noise;
int status, found;
if ( (! chased_by) || (! all_noisemakers) )
return NULL; // shouldn't happen, but just in case
// do we have a noisemaker?
if (NoiseMakers < 1)
return all_noisemakers;
// see if we are allowed to fire any more
existing_noisemakers = Count_Noisemakers(all_noisemakers);
if (existing_noisemakers >= MAX_NOISEMAKERS_FIRED)
return all_noisemakers;
// we are allowd to launch one
torpedo_tube[0] = TUBE_NOISEMAKER;
status = Use_Tube(FIRE_TUBE, 0);
if (status == TUBE_ERROR_FIRE_NOISEMAKER)
{
char *ship_file, filename[] = "ships/class6.shp";
ship_file = Find_Data_File(filename);
new_noisemaker = Fire_Tube(NULL, ship_file );
if ( (ship_file) && (ship_file != filename) )
free(ship_file);
if (new_noisemaker)
{
new_noisemaker->Friend = Friend;
new_noisemaker->owner = this;
if (! all_noisemakers)
all_noisemakers = new_noisemaker;
else
{
my_noise = all_noisemakers;
found = FALSE;
while ( (!found) && (my_noise) )
{
if (my_noise->next)
my_noise = my_noise->next;
else
{
my_noise->next = new_noisemaker;
found = TRUE;
// return all_noisemakers;
}
}
} // end of add noisemaker to list
} // created new noisemaker
} // status
NoiseMakers--;
if (new_noisemaker)
{
new_noisemaker->DesiredHeading = chased_by->DesiredHeading;
chased_by->Is_Distracted_By_Noisemaker(new_noisemaker);
}
return all_noisemakers;
}
// This function checks to see if the torpedo will get distracted
// by a given noisemaker
// Returns TRUE if distracted and FALSE if not. In the case where
// the torpedo is distracted, its target variable is reset
// to chase the noisemaker
int Submarine::Is_Distracted_By_Noisemaker(Submarine *noisemaker)
{
int chance;
if (! noisemaker) // this should not happen, but just in case
return FALSE;
chance = rand() % DISTRACTED_CHANCE;
if (! chance)
{
target = noisemaker;
return TRUE;
#ifdef DEBUG
printf("Torpedo going off course to chase noisemaker.\n");
#endif
}
#ifdef DEBUG
printf("Torpedo was not distracted by noisemaker.\n");
#endif
return FALSE;
}
// This function sends a radio signal to all other ships of the same
// nationality.
// The function returns TRUE
int Submarine::Radio_Signal(Submarine *all_ships, int my_signal)
{
Submarine *current_ship;
current_ship = all_ships;
while (current_ship)
{
if ( (current_ship->Friend == Friend) &&
(current_ship->ShipType == TYPE_SHIP) )
current_ship->radio_message = my_signal;
current_ship = current_ship->next;
}
return TRUE;
}
// This function sends out a ping signal. We should then be
// able to "see" any ships/subs in front of us.
// This function does not detect aircraft (for obvious reasons)
// and sets "pinging" to true, which means we will be very
// noisy for a while.
int Submarine::Send_Ping(Submarine *all_ships)
{
Submarine *current;
int status;
char *full_path, *ping_file = "sounds/sonar-ping.ogg";
// some craft do not have sonar
if (! has_sonar)
return FALSE;
full_path = Find_Data_File(ping_file);
Play_Sound(full_path);
if ( (full_path) && (full_path != ping_file) )
free(full_path);
pinging = 2;
current = all_ships;
while (current)
{
if (current != this)
{
status = ! ( InBaffles(current, 1, NULL) );
if (status)
{
// got return signal from ping
Add_Target(current, CONTACT_PING);
}
}
current = current->next;
}
return TRUE;
}
/*********************************************
This function will return if a target is in
the observers Baffles and therefore not
detectable. Values for 'int sensor' are 1 for
spherical array, 2 for towed array, 3 for port
hull array and 4 for starboard hull array.
Might want to move the calculations of the
baffle angles to the Coord class so they don't
have to be calculated all the time.
*********************************************/
int Submarine::InBaffles(Submarine *target, int sensor, TowedArray *TB16)
{
int array_heading;
int relative_bearing;
int sensordeaf=1;
int bearing_to_target;
switch(sensor){
case 1: //Spherical
sensordeaf = 0;
array_heading = (int)Heading;
bearing_to_target = (int)BearingToTarget( target);
if(array_heading > bearing_to_target) bearing_to_target += 360;
relative_bearing = bearing_to_target - array_heading;
if(relative_bearing > 150 && relative_bearing < 210) sensordeaf = 1;
if (target == this) sensordeaf = 1;
break;
case 2: //Towed
if (! TB16)
sensordeaf = TRUE;
else
{
sensordeaf = 0;
array_heading = (int)TB16->ReturnHeading();
bearing_to_target = (int)TB16->BearingToTarget(target->Lat_TotalYards, target->Lon_TotalYards);
if(array_heading > bearing_to_target) bearing_to_target += 360;
relative_bearing = bearing_to_target - array_heading;
if(relative_bearing < 30 || relative_bearing > 330) sensordeaf = 1;
}
break;
case 3: //port hull
case 4: //sb hull
default:
break;
}
return sensordeaf;
}
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