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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/CampaignMissionStarship.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CampaignMissionStarship.cpp')
-rw-r--r--Stars45/CampaignMissionStarship.cpp1403
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);
-}