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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
---|---|---|
committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/CampaignMissionStarship.cpp | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/CampaignMissionStarship.cpp')
-rw-r--r-- | Stars45/CampaignMissionStarship.cpp | 2832 |
1 files changed, 1428 insertions, 1404 deletions
diff --git a/Stars45/CampaignMissionStarship.cpp b/Stars45/CampaignMissionStarship.cpp index 654b045..78ce103 100644 --- a/Stars45/CampaignMissionStarship.cpp +++ b/Stars45/CampaignMissionStarship.cpp @@ -1,1404 +1,1428 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright (C) 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CampaignMissionStarship.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- CampaignMissionStarship generates missions and mission
- info for the player's STARSHIP GROUP as part of a
- dynamic campaign.
-*/
-
-#include "MemDebug.h"
-#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 "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, "w");
- 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) MissionTemplate(id, mission_info->script, campaign->Path());
- if (mt)
- mt->SetPlayerSquadron(player_group);
- mission = mt;
- }
- else {
- mission = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) Instruction(Instruction::ESCORT, elem->Name());
- if (obj2)
- e2->AddObjective(obj2);
- mission->AddElement(e2);
- }
- }
-
- Instruction* obj3 = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) MissionLoad(-1, "Ship Strike"));
- elem->SetRegion(rgn);
- elem->SetLocation(base_loc + RandomPoint());
- mission->AddElement(elem);
-
- if (player) {
- Instruction* n = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) MissionLoad(-1, "Hvy Ship Strike"));
- elem->SetRegion(rgn);
- elem->SetLocation(base_loc + RandomPoint() * 1.3);
- mission->AddElement(elem);
-
- if (player) {
- Instruction* n = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(), Game::GetText(mission->TypeName()).data(), ward->Name().data());
- else if (prime_target)
- sprintf_s(name, "MSN-%03d %s %s %s", mission->Identity(), Game::GetText(mission->TypeName()).data(),
- Ship::ClassName(prime_target->GetDesign()->type),
- prime_target->Name().data());
- else
- sprintf_s(name, "MSN-%03d %s", mission->Identity(), Game::GetText(mission->TypeName()).data());
-
- if (player) {
- strcpy_s(player_info, player->GetCombatGroup()->GetDescription());
- }
-
- MissionInfo* info = new(__FILE__,__LINE__) 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);
-}
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: CampaignMissionStarship.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + CampaignMissionStarship generates missions and mission + info for the player's STARSHIP GROUP as part of a + dynamic campaign. +*/ + +#include "MemDebug.h" +#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 "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, "w"); + 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) MissionTemplate(id, mission_info->script, campaign->Path()); + if (mt) + mt->SetPlayerSquadron(player_group); + mission = mt; + } + else { + mission = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) Instruction(Instruction::ESCORT, elem->Name()); + if (obj2) + e2->AddObjective(obj2); + mission->AddElement(e2); + } + } + + Instruction* obj3 = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) MissionLoad(-1, "Ship Strike")); + elem->SetRegion(rgn); + elem->SetLocation(base_loc + RandomPoint()); + mission->AddElement(elem); + + if (player) { + Instruction* n = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) MissionLoad(-1, "Hvy Ship Strike")); + elem->SetRegion(rgn); + elem->SetLocation(base_loc + RandomPoint() * 1.3); + mission->AddElement(elem); + + if (player) { + Instruction* n = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(), Game::GetText(mission->TypeName()).data(), ward->Name().data()); + else if (prime_target) + sprintf_s(name, "MSN-%03d %s %s %s", mission->Identity(), Game::GetText(mission->TypeName()).data(), + Ship::ClassName(prime_target->GetDesign()->type), + prime_target->Name().data()); + else + sprintf_s(name, "MSN-%03d %s", mission->Identity(), Game::GetText(mission->TypeName()).data()); + + if (player) { + strcpy_s(player_info, player->GetCombatGroup()->GetDescription()); + } + + MissionInfo* info = new(__FILE__,__LINE__) 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); +} |