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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/CampaignMissionStarship.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CampaignMissionStarship.cpp')
-rw-r--r-- | Stars45/CampaignMissionStarship.cpp | 1403 |
1 files changed, 0 insertions, 1403 deletions
diff --git a/Stars45/CampaignMissionStarship.cpp b/Stars45/CampaignMissionStarship.cpp deleted file mode 100644 index 60d88af..0000000 --- a/Stars45/CampaignMissionStarship.cpp +++ /dev/null @@ -1,1403 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - CampaignMissionStarship generates missions and mission - info for the player's STARSHIP GROUP as part of a - dynamic campaign. -*/ - -#include "CampaignMissionStarship.h" -#include "CampaignMissionRequest.h" -#include "Campaign.h" -#include "Combatant.h" -#include "CombatAssignment.h" -#include "CombatGroup.h" -#include "CombatUnit.h" -#include "CombatZone.h" -#include "Callsign.h" -#include "Mission.h" -#include "MissionTemplate.h" -#include "Instruction.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "Starshatter.h" -#include "StarSystem.h" -#include "Player.h" -#include "ContentBundle.h" -#include "Random.h" - -static int pkg_id = 1000; -extern int dump_missions; - -// +--------------------------------------------------------------------+ - -CampaignMissionStarship::CampaignMissionStarship(Campaign* c) - : campaign(c), player_group(0), player_unit(0), mission(0), player(0), - strike_group(0), strike_target(0), prime_target(0), - ward(0), escort(0), ownside(0), enemy(-1), mission_type(0) -{ - if (!campaign || !campaign->GetPlayerGroup()) { - ::Print("ERROR - CMS campaign=0x%08x player_group=0x%08x\n", - campaign, (DWORD) campaign?campaign->GetPlayerGroup():0); - return; - } - - player_group = campaign->GetPlayerGroup(); - player_unit = campaign->GetPlayerUnit(); -} - -CampaignMissionStarship::~CampaignMissionStarship() {} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateMission(CampaignMissionRequest* req) -{ - if (!campaign || !req) - return; - - ::Print("\n-----------------------------------------------\n"); - if (req->Script().length()) - ::Print("CMS CreateMission() request: %s '%s'\n", - Mission::RoleName(req->Type()), - (const char*) req->Script()); - - else - ::Print("CMS CreateMission() request: %s %s\n", - Mission::RoleName(req->Type()), - req->GetObjective() ? req->GetObjective()->Name().data() : "(no target)"); - - request = req; - - if (!player_group) - return; - - if (request->GetPrimaryGroup() != player_group) { - player_group = request->GetPrimaryGroup(); - player_unit = 0; - } - - ownside = player_group->GetIFF(); - mission_info = 0; - - for (int i = 0; i < campaign->GetCombatants().size(); i++) { - int iff = campaign->GetCombatants().at(i)->GetIFF(); - if (iff > 0 && iff != ownside) { - enemy = iff; - break; - } - } - - static int id_key = 1; - GenerateMission(id_key++); - DefineMissionObjectives(); - - MissionInfo* info = DescribeMission(); - - if (info) { - campaign->GetMissionList().append(info); - - ::Print("CMS Created %03d '%s' %s\n\n", - info->id, - (const char*) info->name, - Mission::RoleName(mission->Type())); - - if (dump_missions) { - Text script = mission->Serialize(); - char fname[32]; - - sprintf_s(fname, "msn%03d.def", info->id); - FILE* f; - fopen_s(&f, fname, "wb"); - if (f) { - fprintf(f, "%s\n", script.data()); - fclose(f); - } - } - } - - else { - ::Print("CMS failed to create mission.\n"); - } -} - -// +--------------------------------------------------------------------+ - -Mission* -CampaignMissionStarship::GenerateMission(int id) -{ - bool found = false; - - SelectType(); - - if (request && request->Script().length()) { - MissionTemplate* mt = new MissionTemplate(id, request->Script(), campaign->Path()); - if (mt) - mt->SetPlayerSquadron(player_group); - mission = mt; - found = true; - } - - else { - mission_info = campaign->FindMissionTemplate(mission_type, player_group); - - found = mission_info != 0; - - if (found) { - MissionTemplate* mt = new MissionTemplate(id, mission_info->script, campaign->Path()); - if (mt) - mt->SetPlayerSquadron(player_group); - mission = mt; - } - else { - mission = new Mission(id); - if (mission) - mission->SetType(mission_type); - } - } - - if (!mission || !player_group) { - Exit(); - return 0; - } - - char name[64]; - sprintf_s(name, "Starship Mission %d", id); - - mission->SetName(name); - mission->SetTeam(player_group->GetIFF()); - mission->SetStart(request->StartTime()); - - SelectRegion(); - GenerateStandardElements(); - - if (!found) { - GenerateMissionElements(); - mission->SetOK(true); - mission->Validate(); - } - - else { - CreatePlayer(); - mission->Load(); - - if (mission->IsOK()) { - player = mission->GetPlayer(); - prime_target = mission->GetTarget(); - ward = mission->GetWard(); - } - - // if there was a problem, scrap the mission - // and start over: - else { - delete mission; - - mission = new Mission(id); - - if (!mission) { - Exit(); - return 0; - } - - mission->SetType(mission_type); - mission->SetName(name); - mission->SetTeam(player_group->GetIFF()); - mission->SetStart(request->StartTime()); - - SelectRegion(); - GenerateStandardElements(); - GenerateMissionElements(); - - mission->SetOK(true); - mission->Validate(); - } - } - - return mission; -} - -void -CampaignMissionStarship::SelectType() -{ - if (request) - mission_type = request->Type(); - - else - mission_type = Mission::PATROL; - - if (player_unit && player_unit->GetShipClass() == Ship::CARRIER) - mission_type = Mission::FLIGHT_OPS; -} - -void -CampaignMissionStarship::SelectRegion() -{ - if (!player_group) { - ::Print("WARNING: CMS - no player group in SelectRegion\n"); - return; - } - - CombatZone* zone = player_group->GetAssignedZone(); - - if (!zone) - zone = player_group->GetCurrentZone(); - - if (zone) { - mission->SetStarSystem(campaign->GetSystem(zone->System())); - - if (zone->HasRegion(player_group->GetRegion())) - mission->SetRegion(player_group->GetRegion()); - - else - mission->SetRegion(*zone->GetRegions().at(0)); - } - - else { - ::Print("WARNING: CMS - No zone for '%s'\n", player_group->Name().data()); - - StarSystem* s = campaign->GetSystemList()[0]; - - mission->SetStarSystem(s); - mission->SetRegion(s->Regions()[0]->Name()); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::GenerateStandardElements() -{ - ListIter<CombatZone> z = campaign->GetZones(); - while (++z) { - ListIter<ZoneForce> iter = z->GetForces(); - while (++iter) { - ZoneForce* force = iter.value(); - ListIter<CombatGroup> group = force->GetGroups(); - - while (++group) { - CombatGroup* g = group.value(); - - switch (g->Type()) { - case CombatGroup::INTERCEPT_SQUADRON: - case CombatGroup::FIGHTER_SQUADRON: - case CombatGroup::ATTACK_SQUADRON: - case CombatGroup::LCA_SQUADRON: - CreateSquadron(g); - break; - - case CombatGroup::DESTROYER_SQUADRON: - case CombatGroup::BATTLE_GROUP: - case CombatGroup::CARRIER_GROUP: - CreateElements(g); - break; - - case CombatGroup::MINEFIELD: - case CombatGroup::BATTERY: - case CombatGroup::MISSILE: - case CombatGroup::STATION: - case CombatGroup::STARBASE: - case CombatGroup::SUPPORT: - case CombatGroup::COURIER: - case CombatGroup::MEDICAL: - case CombatGroup::SUPPLY: - case CombatGroup::REPAIR: - CreateElements(g); - break; - - case CombatGroup::CIVILIAN: - case CombatGroup::WAR_PRODUCTION: - case CombatGroup::FACTORY: - case CombatGroup::REFINERY: - case CombatGroup::RESOURCE: - case CombatGroup::INFRASTRUCTURE: - case CombatGroup::TRANSPORT: - case CombatGroup::NETWORK: - case CombatGroup::HABITAT: - case CombatGroup::STORAGE: - case CombatGroup::NON_COM: - CreateElements(g); - break; - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::GenerateMissionElements() -{ - CreatePlayer(); - CreateWards(); - CreateTargets(); - - if (ward && player) { - Instruction* obj = new Instruction(Instruction::ESCORT, ward->Name()); - - if (obj) { - switch (mission->Type()) { - case Mission::ESCORT_FREIGHT: - obj->SetTargetDesc(Text("the star freighter ") + ward->Name()); - break; - - case Mission::ESCORT_SHUTTLE: - obj->SetTargetDesc(Text("the shuttle ") + ward->Name()); - break; - - case Mission::ESCORT_STRIKE: - obj->SetTargetDesc(Text("the ") + ward->Name() + Text(" strike package")); - break; - - default: - if (ward->GetCombatGroup()) { - obj->SetTargetDesc(Text("the ") + ward->GetCombatGroup()->GetDescription()); - } - else { - obj->SetTargetDesc(Text("the ") + ward->Name()); - } - break; - } - - player->AddObjective(obj); - } - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreatePlayer() -{ - // prepare elements for the player's group - MissionElement* elem = 0; - - if (player_group) { - ListIter<MissionElement> iter = mission->GetElements(); - while (++iter) { - MissionElement* e = iter.value(); - if (e->GetCombatGroup() == player_group) { - player_group_elements.append(e); - - // match the player to the requested unit, if possible: - if ((!player_unit && !elem) || (player_unit == e->GetCombatUnit())) { - elem = e; - } - } - } - } - - if (elem) { - elem->SetPlayer(1); - elem->SetCommandAI(0); - player = elem; - } - else if (player_group) { - ::Print("CMS GenerateMissionElements() could not find player element '%s'\n", - player_group->Name().data()); - } - else { - ::Print("CMS GenerateMissionElements() could not find player element (no player group)\n"); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateElements(CombatGroup* g) -{ - MissionElement* elem = 0; - List<CombatUnit>& units = g->GetUnits(); - - CombatUnit* cmdr = 0; - - for (int i = 0; i < units.size(); i++) { - elem = CreateSingleElement(g, units[i]); - - if (elem) { - if (!cmdr) { - cmdr = units[i]; - - if (player_group && player_group->GetIFF() == g->GetIFF()) { - // the grand admiral is all powerful! - Player* player = Player::GetCurrentPlayer(); - if (player && player->Rank() >= 10) { - elem->SetCommander(player_group->Name()); - } - } - } - else { - elem->SetCommander(cmdr->Name()); - - if (g->Type() == CombatGroup::CARRIER_GROUP && - elem->MissionRole() == Mission::ESCORT) { - Instruction* obj = new Instruction(Instruction::ESCORT, cmdr->Name()); - if (obj) { - obj->SetTargetDesc(Text("the ") + g->GetDescription()); - elem->AddObjective(obj); - } - } - } - - mission->AddElement(elem); - } - } -} - -MissionElement* -CampaignMissionStarship::CreateSingleElement(CombatGroup* g, CombatUnit* u) -{ - if (!g || g->IsReserve()) return 0; - if (!u || u->LiveCount() < 1) return 0; - if (!mission->GetStarSystem()) return 0; - - // no ground units in starship missions: - StarSystem* system = mission->GetStarSystem(); - OrbitalRegion* rgn = system->FindRegion(u->GetRegion()); - - if (!rgn || rgn->Type() == Orbital::TERRAIN) - return 0; - - // make sure this unit isn't already in the mission: - ListIter<MissionElement> e_iter = mission->GetElements(); - while (++e_iter) { - MissionElement* elem = e_iter.value(); - - if (elem->GetCombatUnit() == u) - return 0; - } - - MissionElement* elem = new MissionElement; - if (!elem) { - Exit(); - return 0; - } - - if (u->Name().length()) - elem->SetName(u->Name()); - else - elem->SetName(u->DesignName()); - - elem->SetElementID(pkg_id++); - - elem->SetDesign(u->GetDesign()); - elem->SetCount(u->LiveCount()); - elem->SetIFF(u->GetIFF()); - elem->SetIntelLevel(g->IntelLevel()); - elem->SetRegion(u->GetRegion()); - elem->SetHeading(u->GetHeading()); - - int unit_index = g->GetUnits().index(u); - Point base_loc = u->Location(); - bool exact = u->IsStatic(); // exact unit-level placement - - if (base_loc.length() < 1) { - base_loc = g->Location(); - exact = false; - } - - if (unit_index < 0 || unit_index > 0 && !exact) { - Point loc = RandomDirection(); - - if (!u->IsStatic()) { - while (fabs(loc.y) > fabs(loc.x)) - loc = RandomDirection(); - - loc *= 10e3 + 9e3 * unit_index; - } - else { - loc *= 2e3 + 2e3 * unit_index; - } - - elem->SetLocation(base_loc + loc); - } - else { - elem->SetLocation(base_loc); - } - - if (g->Type() == CombatGroup::CARRIER_GROUP) { - if (u->Type() == Ship::CARRIER) { - elem->SetMissionRole(Mission::FLIGHT_OPS); - } - else { - elem->SetMissionRole(Mission::ESCORT); - } - } - else if (u->Type() == Ship::STATION || u->Type() == Ship::FARCASTER) { - elem->SetMissionRole(Mission::OTHER); - - // link farcaster to other terminus: - if (u->Type() == Ship::FARCASTER) { - Text name = u->Name(); - int dash = -1; - - for (int i = 0; i < (int) name.length(); i++) - if (name[i] == '-') - dash = i; - - Text src = name.substring(0, dash); - Text dst = name.substring(dash+1, name.length() - (dash+1)); - - Instruction* obj = new Instruction(Instruction::VECTOR, dst + "-" + src); - if (obj) - elem->AddObjective(obj); - } - } - else if ((u->Type() & Ship::STARSHIPS) != 0) { - elem->SetMissionRole(Mission::FLEET); - } - - elem->SetCombatGroup(g); - elem->SetCombatUnit(u); - - return elem; -} - -CombatUnit* -CampaignMissionStarship::FindCarrier(CombatGroup* g) -{ - CombatGroup* carrier = g->FindCarrier(); - - if (carrier && carrier->GetUnits().size()) { - MissionElement* carrier_elem = mission->FindElement(carrier->Name()); - - if (carrier_elem) - return carrier->GetUnits().at(0); - } - - return 0; -} - -void -CampaignMissionStarship::CreateSquadron(CombatGroup* g) -{ - if (!g || g->IsReserve()) return; - - CombatUnit* fighter = g->GetUnits().at(0); - CombatUnit* carrier = FindCarrier(g); - - if (!fighter || !carrier) return; - - int live_count = fighter->LiveCount(); - int maint_count = (live_count > 4) ? live_count / 2 : 0; - - MissionElement* elem = new MissionElement; - - if (!elem) { - Exit(); - return; - } - - elem->SetName(g->Name()); - elem->SetElementID(pkg_id++); - - elem->SetDesign(fighter->GetDesign()); - elem->SetCount(fighter->Count()); - elem->SetDeadCount(fighter->DeadCount()); - elem->SetMaintCount(maint_count); - elem->SetIFF(fighter->GetIFF()); - elem->SetIntelLevel(g->IntelLevel()); - elem->SetRegion(fighter->GetRegion()); - - elem->SetCarrier(carrier->Name()); - elem->SetCommander(carrier->Name()); - elem->SetLocation(carrier->Location() + RandomPoint()); - - elem->SetCombatGroup(g); - elem->SetCombatUnit(fighter); - - mission->AddElement(elem); -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateWards() -{ - switch (mission->Type()) { - case Mission::ESCORT_FREIGHT: CreateWardFreight(); break; - default: break; - } -} - -void -CampaignMissionStarship::CreateWardFreight() -{ - if (!mission || !mission->GetStarSystem() || !player_group) return; - - CombatGroup* freight = 0; - - if (request) - freight = request->GetObjective(); - - if (!freight) - freight = campaign->FindGroup(ownside, CombatGroup::FREIGHT); - - if (!freight || freight->CalcValue() < 1) return; - - CombatUnit* unit = freight->GetNextUnit(); - if (!unit) return; - - MissionElement* elem = CreateSingleElement(freight, unit); - if (!elem) return; - - elem->SetMissionRole(Mission::CARGO); - elem->SetIntelLevel(Intel::KNOWN); - elem->SetRegion(player_group->GetRegion()); - - ward = elem; - mission->AddElement(elem); - - - StarSystem* system = mission->GetStarSystem(); - OrbitalRegion* rgn1 = system->FindRegion(elem->Region()); - Point delta = rgn1->Location() - rgn1->Primary()->Location(); - Point navpt_loc = elem->Location(); - Instruction* n = 0; - - delta.Normalize(); - delta *= 200.0e3; - - navpt_loc += delta; - - n = new Instruction(elem->Region(), - navpt_loc, - Instruction::VECTOR); - if (n) { - n->SetSpeed(500); - elem->AddNavPoint(n); - } - - Text rgn2 = elem->Region(); - List<CombatZone>& zones = campaign->GetZones(); - if (zones[zones.size()-1]->HasRegion(rgn2)) - rgn2 = *zones[0]->GetRegions()[0]; - else - rgn2 = *zones[zones.size()-1]->GetRegions()[0]; - - n = new Instruction(rgn2, - Point(0, 0, 0), - Instruction::VECTOR); - if (n) { - n->SetSpeed(750); - elem->AddNavPoint(n); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateEscorts() -{ -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateTargets() -{ - if (player_group && player_group->Type() == CombatGroup::CARRIER_GROUP) { - CreateTargetsCarrier(); - } - - else { - switch (mission->Type()) { - default: - case Mission::PATROL: CreateTargetsPatrol(); break; - case Mission::ASSAULT: - case Mission::STRIKE: CreateTargetsAssault(); break; - case Mission::ESCORT_FREIGHT: CreateTargetsFreightEscort(); break; - } - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateTargetsAssault() -{ - if (!player) return; - - CombatGroup* assigned = 0; - - if (request) - assigned = request->GetObjective(); - - if (assigned) { - CreateElements(assigned); - - ListIter<MissionElement> e_iter = mission->GetElements(); - while (++e_iter) { - MissionElement* elem = e_iter.value(); - - if (elem->GetCombatGroup() == assigned) { - if (!prime_target) { - prime_target = elem; - - MissionElement* player_lead = player_group_elements[0]; - - if (!player_lead) return; - - Instruction* obj = new Instruction(Instruction::ASSAULT, prime_target->Name()); - if (obj) { - obj->SetTargetDesc(Text("preplanned target '") + prime_target->Name() + "'"); - player_lead->AddObjective(obj); - } - - // create flight plan: - RLoc rloc; - RLoc* ref = 0; - Vec3 dummy(0,0,0); - Instruction* instr = 0; - Point loc = player_lead->Location(); - Point tgt = prime_target->Location(); - Point mid; - - mid = loc + (prime_target->Location() - loc) * 0.35; - - rloc.SetReferenceLoc(0); - rloc.SetBaseLocation(mid); - rloc.SetDistance(50e3); - rloc.SetDistanceVar(5e3); - rloc.SetAzimuth(90*DEGREES); - rloc.SetAzimuthVar(45*DEGREES); - - instr = new Instruction(prime_target->Region(), dummy, Instruction::VECTOR); - - if (!instr) - return; - - instr->SetSpeed(750); - instr->GetRLoc() = rloc; - - ref = &instr->GetRLoc(); - - player_lead->AddNavPoint(instr); - - for (int i = 1; i < player_group_elements.size(); i++) { - MissionElement* pge = player_group_elements[i]; - RLoc rloc2; - - rloc2.SetReferenceLoc(ref); - rloc2.SetDistance(50e3); - rloc2.SetDistanceVar(5e3); - - instr = new Instruction(prime_target->Region(), dummy, Instruction::VECTOR); - - if (!instr) - return; - - instr->SetSpeed(750); - instr->GetRLoc() = rloc2; - - pge->AddNavPoint(instr); - } - - double extra = 10e3; - - if (prime_target && prime_target->GetDesign()) { - switch (prime_target->GetDesign()->type) { - default: extra = 20e3; break; - case Ship::FRIGATE: extra = 25e3; break; - case Ship::DESTROYER: extra = 30e3; break; - case Ship::CRUISER: extra = 50e3; break; - case Ship::BATTLESHIP: extra = 70e3; break; - case Ship::DREADNAUGHT: extra = 80e3; break; - case Ship::SWACS: extra = 30e3; break; - case Ship::CARRIER: extra = 90e3; break; - } - } - - rloc.SetReferenceLoc(0); - rloc.SetBaseLocation(tgt); - rloc.SetDistance(100e3 + extra); - rloc.SetDistanceVar(15e3); - rloc.SetAzimuth(90*DEGREES); - rloc.SetAzimuthVar(45*DEGREES); - - instr = new Instruction(prime_target->Region(), dummy, Instruction::ASSAULT); - - if (!instr) - return; - - instr->SetSpeed(500); - instr->GetRLoc() = rloc; - instr->SetTarget(prime_target->Name()); - - ref = &instr->GetRLoc(); - - player_lead->AddNavPoint(instr); - - for (int i = 1; i < player_group_elements.size(); i++) { - MissionElement* pge = player_group_elements[i]; - RLoc rloc2; - - rloc2.SetReferenceLoc(ref); - rloc2.SetDistance(50e3); - rloc2.SetDistanceVar(5e3); - - instr = new Instruction(prime_target->Region(), dummy, Instruction::ASSAULT); - - if (!instr) - return; - - instr->SetSpeed(500); - instr->GetRLoc() = rloc2; - instr->SetTarget(prime_target->Name()); - - pge->AddNavPoint(instr); - } - } - } - } - } -} - - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateTargetsCarrier() -{ - if (!player_group || !player) return; - - Text region = player_group->GetRegion(); - Point base_loc = player->Location(); - Point patrol_loc = base_loc + - RandomDirection() * Random( 75e3, 150e3); - Point loc2 = patrol_loc + - RandomDirection() * Random( 50e3, 100e3); - - - int ntargets = 2 + (RandomChance() ? 1 : 0); - int ntries = 8; - - while (ntargets > 0 && ntries > 0) { - Point target_loc = RandomChance() ? patrol_loc : loc2; - int t = CreateRandomTarget(region, target_loc); - ntargets -= t; - if (t < 1) ntries--; - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateTargetsPatrol() -{ - if (!player_group || !player) return; - - Text region = player_group->GetRegion(); - Point base_loc = player->Location(); - Point patrol_loc = base_loc + - RandomDirection() * Random(170e3, 250e3); - - Instruction* n = new Instruction(region, - patrol_loc, - Instruction::PATROL); - player->AddNavPoint(n); - - for (int i = 1; i < player_group_elements.size(); i++) { - MissionElement* elem = player_group_elements[i]; - - n = new Instruction(region, - patrol_loc + RandomDirection() * Random(20e3, 40e3), - Instruction::PATROL); - if (n) - elem->AddNavPoint(n); - } - - Point loc2 = patrol_loc + RandomDirection() * Random(150e3, 200e3); - - n = new Instruction(region, - loc2, - Instruction::PATROL); - if (n) - player->AddNavPoint(n); - - for (int i = 1; i < player_group_elements.size(); i++) { - MissionElement* elem = player_group_elements[i]; - - n = new Instruction(region, - loc2 + RandomDirection() * Random(20e3, 40e3), - Instruction::PATROL); - - if (n) - elem->AddNavPoint(n); - } - - int ntargets = 2 + (RandomChance() ? 1 : 0); - int ntries = 8; - - while (ntargets > 0 && ntries > 0) { - Point target_loc = RandomChance() ? patrol_loc : loc2; - int t = CreateRandomTarget(region, target_loc); - ntargets -= t; - if (t < 1) ntries--; - } - - Instruction* obj = new Instruction(*n); - if (obj) { - obj->SetTargetDesc("inbound enemy units"); - player->AddObjective(obj); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::CreateTargetsFreightEscort() -{ - if (!ward) { - CreateTargetsPatrol(); - return; - } - - CombatGroup* s = FindSquadron(enemy, CombatGroup::ATTACK_SQUADRON); - CombatGroup* s2 = FindSquadron(enemy, CombatGroup::FIGHTER_SQUADRON); - - if (!s || !s2) return; - - MissionElement* elem = CreateFighterPackage(s, 2, Mission::ASSAULT); - if (elem) { - elem->SetIntelLevel(Intel::KNOWN); - - elem->SetLocation(ward->Location() + RandomPoint() * 5); - - Instruction* obj = new Instruction(Instruction::ASSAULT, ward->Name()); - if (obj) - elem->AddObjective(obj); - mission->AddElement(elem); - - MissionElement* e2 = CreateFighterPackage(s2, 2, Mission::ESCORT); - if (e2) { - e2->SetIntelLevel(Intel::KNOWN); - e2->SetLocation(elem->Location() + RandomPoint() * 0.25); - - Instruction* obj2 = new Instruction(Instruction::ESCORT, elem->Name()); - if (obj2) - e2->AddObjective(obj2); - mission->AddElement(e2); - } - } - - Instruction* obj3 = new Instruction(mission->GetRegion(), - Point(0,0,0), - Instruction::PATROL); - if (player && obj3) { - obj3->SetTargetDesc("enemy patrols"); - player->AddObjective(obj3); - } -} - -// +--------------------------------------------------------------------+ - -int -CampaignMissionStarship::CreateRandomTarget(const char* rgn, Point base_loc) -{ - int ntargets = 0; - int ttype = RandomIndex(); - - if (player_group && player_group->Type() == CombatGroup::CARRIER_GROUP) { - switch (ttype) { - case 0: - case 1: - case 2: - case 3: ttype = 0; break; - case 4: - case 5: ttype = 1; break; - case 6: - case 7: ttype = 2; break; - case 8: - case 9: ttype = 3; break; - case 10: - case 11: ttype = 4; break; - case 12: - case 13: - case 14: - case 15: ttype = 5; break; - } - } - else { - switch (ttype) { - case 0: - case 1: - case 2: - case 3: - case 4: - case 5: ttype = 0; break; - case 6: - case 7: - case 8: ttype = 1; break; - case 9: - case 10: ttype = 4; break; - case 11: - case 12: - case 13: - case 14: - case 15: ttype = 5; break; - } - } - - switch (ttype) { - case 0: { - CombatGroup* s = 0; - - s = FindSquadron(enemy, CombatGroup::DESTROYER_SQUADRON); - - if (s) { - for (int i = 0; i < 2; i++) { - CombatUnit* u = s->GetRandomUnit(); - MissionElement* elem = CreateSingleElement(s, u); - if (elem) { - elem->SetIntelLevel(Intel::KNOWN); - elem->SetRegion(rgn); - elem->SetLocation(base_loc + RandomPoint() * 1.5); - elem->SetMissionRole(Mission::FLEET); - mission->AddElement(elem); - ntargets++; - } - } - } - } - break; - - case 1: { - CombatGroup* s = FindSquadron(enemy, CombatGroup::LCA_SQUADRON); - - if (s) { - MissionElement* elem = CreateFighterPackage(s, 2, Mission::CARGO); - if (elem) { - elem->SetIntelLevel(Intel::KNOWN); - elem->SetRegion(rgn); - elem->SetLocation(base_loc + RandomPoint() * 2); - mission->AddElement(elem); - ntargets++; - - CombatGroup* s2 = FindSquadron(enemy, CombatGroup::FIGHTER_SQUADRON); - - if (s2) { - MissionElement* e2 = CreateFighterPackage(s2, 2, Mission::ESCORT); - if (e2) { - e2->SetIntelLevel(Intel::KNOWN); - e2->SetRegion(rgn); - e2->SetLocation(elem->Location() + RandomPoint() * 0.5); - - Instruction* obj = new Instruction(Instruction::ESCORT, elem->Name()); - if (obj) - e2->AddObjective(obj); - - mission->AddElement(e2); - } - } - } - } - } - break; - - case 2: { - CombatGroup* s = FindSquadron(enemy, CombatGroup::INTERCEPT_SQUADRON); - - if (s) { - MissionElement* elem = CreateFighterPackage(s, 4, Mission::PATROL); - if (elem) { - elem->SetIntelLevel(Intel::SECRET); - elem->SetRegion(rgn); - elem->SetLocation(base_loc); - mission->AddElement(elem); - ntargets++; - } - } - } - break; - - case 3: { - CombatGroup* s = FindSquadron(enemy, CombatGroup::FIGHTER_SQUADRON); - - if (s) { - MissionElement* elem = CreateFighterPackage(s, 3, Mission::ASSAULT); - if (elem) { - elem->SetIntelLevel(Intel::KNOWN); - elem->Loadouts().destroy(); - elem->Loadouts().append(new MissionLoad(-1, "Ship Strike")); - elem->SetRegion(rgn); - elem->SetLocation(base_loc + RandomPoint()); - mission->AddElement(elem); - - if (player) { - Instruction* n = new Instruction(player->Region(), - player->Location() + RandomPoint(), - Instruction::ASSAULT); - n->SetTarget(player->Name()); - elem->AddNavPoint(n); - } - - ntargets++; - } - } - } - break; - - case 4: { - CombatGroup* s = FindSquadron(enemy, CombatGroup::ATTACK_SQUADRON); - - if (s) { - MissionElement* elem = CreateFighterPackage(s, 2, Mission::ASSAULT); - if (elem) { - elem->SetIntelLevel(Intel::KNOWN); - elem->Loadouts().destroy(); - elem->Loadouts().append(new MissionLoad(-1, "Hvy Ship Strike")); - elem->SetRegion(rgn); - elem->SetLocation(base_loc + RandomPoint() * 1.3); - mission->AddElement(elem); - - if (player) { - Instruction* n = new Instruction(player->Region(), - player->Location() + RandomPoint(), - Instruction::ASSAULT); - n->SetTarget(player->Name()); - elem->AddNavPoint(n); - } - - ntargets++; - } - } - } - break; - - default: { - CombatGroup* s = 0; - - s = FindSquadron(enemy, CombatGroup::FREIGHT); - - if (s) { - CombatUnit* u = s->GetRandomUnit(); - MissionElement* elem = CreateSingleElement(s, u); - if (elem) { - elem->SetIntelLevel(Intel::KNOWN); - elem->SetRegion(rgn); - elem->SetLocation(base_loc + RandomPoint() * 2); - elem->SetMissionRole(Mission::CARGO); - mission->AddElement(elem); - ntargets++; - - CombatGroup* s2 = FindSquadron(enemy, CombatGroup::INTERCEPT_SQUADRON); - - if (s2) { - MissionElement* e2 = CreateFighterPackage(s2, 2, Mission::ESCORT); - if (e2) { - e2->SetIntelLevel(Intel::KNOWN); - e2->SetRegion(rgn); - e2->SetLocation(elem->Location() + RandomPoint() * 0.5); - - Instruction* obj = new Instruction(Instruction::ESCORT, elem->Name()); - if (obj) - e2->AddObjective(obj); - mission->AddElement(e2); - ntargets++; - } - } - } - } - } - break; - } - - return ntargets; -} - -// +--------------------------------------------------------------------+ - -MissionElement* -CampaignMissionStarship::CreateFighterPackage(CombatGroup* squadron, int count, int role) -{ - if (!squadron || squadron->IsReserve()) - return 0; - - CombatUnit* fighter = squadron->GetUnits().at(0); - CombatUnit* carrier = FindCarrier(squadron); - - if (!fighter) - return 0; - - int avail = fighter->LiveCount(); - int actual = count; - - if (avail < actual) - actual = avail; - - if (avail < 1) { - ::Print("CMS - Insufficient fighters in squadron '%s' - %d required, %d available\n", - squadron->Name().data(), count, avail); - return 0; - } - - MissionElement* elem = new MissionElement; - - if (!elem) { - Exit(); - return 0; - } - - elem->SetName(Callsign::GetCallsign(fighter->GetIFF())); - elem->SetElementID(pkg_id++); - - if (carrier) { - elem->SetCommander(carrier->Name()); - elem->SetHeading(carrier->GetHeading()); - } - else { - elem->SetHeading(fighter->GetHeading()); - } - - elem->SetDesign(fighter->GetDesign()); - elem->SetCount(actual); - elem->SetIFF(fighter->GetIFF()); - elem->SetIntelLevel(squadron->IntelLevel()); - elem->SetRegion(fighter->GetRegion()); - elem->SetSquadron(fighter->Name()); - elem->SetMissionRole(role); - elem->Loadouts().append(new MissionLoad(-1, "ACM Medium Range")); - - if (carrier) - elem->SetLocation(carrier->Location() + RandomPoint() * 0.3); - else - elem->SetLocation(fighter->Location() + RandomPoint()); - - elem->SetCombatGroup(squadron); - elem->SetCombatUnit(fighter); - - return elem; -} - -// +--------------------------------------------------------------------+ - -CombatGroup* -CampaignMissionStarship::FindSquadron(int iff, int type) -{ - if (!player_group) return 0; - - CombatGroup* result = 0; - CombatZone* zone = player_group->GetAssignedZone(); - if (!zone) zone = player_group->GetCurrentZone(); - - if (!zone) { - ::Print("CMS Warning: no zone for %s\n", player_group->Name().data()); - return result; - } - - ZoneForce* force = zone->FindForce(iff); - - if (force) { - List<CombatGroup> groups; - ListIter<CombatGroup> group = force->GetGroups(); - while (++group) { - CombatGroup* g = group.value(); - - if (g->Type() == type && g->CountUnits() > 0) { - result = g; - groups.append(g); - } - } - - if (groups.size() > 1) { - int index = (int) Random(0, groups.size()); - if (index >= groups.size()) index = groups.size() - 1; - result = groups[index]; - } - } - - return result; -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::DefineMissionObjectives() -{ - if (!mission || !player) return; - - if (prime_target) mission->SetTarget(prime_target); - if (ward) mission->SetWard(ward); - - Text objectives; - - if (player->Objectives().size() > 0) { - for (int i = 0; i < player->Objectives().size(); i++) { - Instruction* obj = player->Objectives().at(i); - objectives += "* "; - objectives += obj->GetDescription(); - objectives += ".\n"; - } - } - else { - objectives += "* Perform standard fleet operations in the "; - objectives += mission->GetRegion(); - objectives += " sector.\n"; - } - - mission->SetObjective(objectives); -} - -// +--------------------------------------------------------------------+ - -MissionInfo* -CampaignMissionStarship::DescribeMission() -{ - if (!mission || !player) return 0; - - char name[256]; - char player_info[256]; - - if (mission_info && mission_info->name.length()) - sprintf_s(name, "MSN-%03d %s", mission->Identity(), mission_info->name.data()); - else if (ward) - sprintf_s(name, "MSN-%03d %s %s", mission->Identity(), ContentBundle::GetInstance()->GetText(mission->TypeName()).data(), ward->Name().data()); - else if (prime_target) - sprintf_s(name, "MSN-%03d %s %s %s", mission->Identity(), ContentBundle::GetInstance()->GetText(mission->TypeName()).data(), - Ship::ClassName(prime_target->GetDesign()->type), - prime_target->Name().data()); - else - sprintf_s(name, "MSN-%03d %s", mission->Identity(), ContentBundle::GetInstance()->GetText(mission->TypeName()).data()); - - if (player) { - strcpy_s(player_info, player->GetCombatGroup()->GetDescription()); - } - - MissionInfo* info = new MissionInfo; - - if (info) { - info->id = mission->Identity(); - info->mission = mission; - info->name = name; - info->type = mission->Type(); - info->player_info = player_info; - info->description = mission->Objective(); - info->start = mission->Start(); - - if (mission->GetStarSystem()) - info->system = mission->GetStarSystem()->Name(); - info->region = mission->GetRegion(); - } - - mission->SetName(name); - - return info; -} - -// +--------------------------------------------------------------------+ - -void -CampaignMissionStarship::Exit() -{ - Starshatter* stars = Starshatter::GetInstance(); - if (stars) - stars->SetGameMode(Starshatter::MENU_MODE); -} |