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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/CampaignSituationReport.cpp
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/CampaignSituationReport.cpp')
-rw-r--r--Stars45/CampaignSituationReport.cpp856
1 files changed, 440 insertions, 416 deletions
diff --git a/Stars45/CampaignSituationReport.cpp b/Stars45/CampaignSituationReport.cpp
index 123fd63..24cd39a 100644
--- a/Stars45/CampaignSituationReport.cpp
+++ b/Stars45/CampaignSituationReport.cpp
@@ -1,416 +1,440 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CampaignSituationReport.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- CampaignSituationReport generates the situation report
- portion of the briefing for a dynamically generated
- mission in a dynamic campaign.
-*/
-
-#include "MemDebug.h"
-#include "CampaignSituationReport.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 "Instruction.h"
-#include "Ship.h"
-#include "ShipDesign.h"
-#include "StarSystem.h"
-#include "Random.h"
-#include "Player.h"
-
-// +--------------------------------------------------------------------+
-
-CampaignSituationReport::CampaignSituationReport(Campaign* c, Mission* m)
-: campaign(c), mission(m)
-{}
-
-CampaignSituationReport::~CampaignSituationReport() {}
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignSituationReport::GenerateSituationReport()
-{
- if (!campaign || !mission)
- return;
-
- sitrep = Text();
-
- GlobalSituation();
- MissionSituation();
-
- mission->SetSituation(sitrep);
-}
-
-// +--------------------------------------------------------------------+
-
-static const char* outlooks[4] = { "good", "fluid", "poor", "bleak" };
-
-void
-CampaignSituationReport::GlobalSituation()
-{
- if (campaign->GetTime() < 40 * 3600)
- sitrep = Text(campaign->Name()) + Text(" is still in its early stages and the situation is ");
- else
- sitrep = Text("The overall outlook for ") + Text(campaign->Name()) + Text(" is ");
-
- int score = campaign->GetPlayerTeamScore();
-
- if (score > 1000)
- sitrep += outlooks[0];
- else if (score > -1000)
- sitrep += outlooks[1];
- else if (score > -2000)
- sitrep += outlooks[2];
- else
- sitrep += outlooks[3];
-
- sitrep += ". ";
-
- Text strat_dir;
-
- CombatGroup* pg = campaign->GetPlayerGroup();
-
- if (pg)
- strat_dir = pg->GetStrategicDirection();
-
- if (strat_dir.length())
- sitrep += strat_dir;
- else
- sitrep += Text("Establishing and maintaining military control of the ") +
- mission->GetStarSystem()->Name() + " System remains a key priority.";
-}
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignSituationReport::MissionSituation()
-{
- if (mission) {
- MissionElement* player = mission->GetPlayer();
- MissionElement* target = mission->GetTarget();
- MissionElement* ward = mission->GetWard();
- MissionElement* escort = FindEscort(player);
- Text threat = GetThreatInfo();
- Text sector = mission->GetRegion();
-
- sector += " sector.";
-
- switch (mission->Type()) {
- case Mission::PATROL:
- case Mission::AIR_PATROL:
- sitrep += "\n\nThis mission is a routine patrol of the ";
- sitrep += sector;
- break;
-
- case Mission::SWEEP:
- case Mission::AIR_SWEEP:
- sitrep += "\n\nFor this mission, you will be performing a fighter sweep of the ";
- sitrep += sector;
- break;
-
- case Mission::INTERCEPT:
- case Mission::AIR_INTERCEPT:
- sitrep += "\n\nWe have detected hostile elements inbound. ";
- sitrep += "Your mission is to intercept them before they are able to engage their targets.";
- break;
-
-
- case Mission::STRIKE:
- sitrep += "\n\nThe goal of this mission is to perform a strike on preplanned targets in the ";
- sitrep += sector;
-
- if (target) {
- sitrep += " Your package has been assigned to strike the ";
-
- if (target->GetCombatGroup())
- sitrep += target->GetCombatGroup()->GetDescription();
- else
- sitrep += target->Name();
-
- sitrep += ".";
- }
- break;
-
- case Mission::ASSAULT:
- sitrep += "\n\nThis mission is to assault preplanned targets in the ";
- sitrep += sector;
-
- if (target) {
- sitrep += " Your package has been assigned to strike the ";
-
- if (target->GetCombatGroup())
- sitrep += target->GetCombatGroup()->GetDescription();
- else
- sitrep += target->Name();
-
- sitrep += ".";
- }
- break;
-
- case Mission::DEFEND:
- if (ward) {
- sitrep += "\n\nFor this mission, you will need to defend ";
- sitrep += ward->Name();
- sitrep += " in the ";
- sitrep += sector;
- }
- else {
- sitrep += "\n\nThis is a defensive patrol mission in the ";
- sitrep += sector;
- }
- break;
-
- case Mission::ESCORT:
- if (ward) {
- sitrep += "\n\nFor this mission, you will need to escort the ";
- sitrep += ward->Name();
- sitrep += " in the ";
- sitrep += sector;
- }
- else {
- sitrep += "\n\nThis is an escort mission in the ";
- sitrep += sector;
- }
- break;
-
- case Mission::ESCORT_FREIGHT:
- if (ward) {
- sitrep += "\n\nFor this mission, you will need to escort the freighter ";
- sitrep += ward->Name();
- sitrep += ".";
- }
- else {
- sitrep += "\n\nThis is a freight escort mission in the ";
- sitrep += sector;
- }
- break;
-
- case Mission::ESCORT_SHUTTLE:
- if (ward) {
- sitrep += "\n\nFor this mission, you will need to escort the shuttle ";
- sitrep += ward->Name();
- sitrep += ".";
- }
- else {
- sitrep += "\n\nThis is a shuttle escort mission in the ";
- sitrep += sector;
- }
- break;
-
- case Mission::ESCORT_STRIKE:
- if (ward) {
- sitrep += "\n\nFor this mission, you will need to protect the ";
- sitrep += ward->Name();
- sitrep += " strike package from hostile interceptors.";
- }
- else {
- sitrep += "\n\nFor this mission, you will be responsible for strike escort duty.";
- }
- break;
-
- case Mission::INTEL:
- case Mission::SCOUT:
- case Mission::RECON:
- sitrep += "\n\nThis is an intelligence gathering mission in the ";
- sitrep += sector;
- break;
-
- case Mission::BLOCKADE:
- sitrep += "\n\nThis mission is part of the blockade operation in the ";
- sitrep += sector;
- break;
-
- case Mission::FLEET:
- sitrep += "\n\nThis mission is a routine fleet patrol of the ";
- sitrep += sector;
- break;
-
- case Mission::BOMBARDMENT:
- sitrep += "\n\nOur goal for this mission is to engage and destroy preplanned targets in the ";
- sitrep += sector;
- break;
-
- case Mission::FLIGHT_OPS:
- sitrep += "\n\nFor this mission, the ";
- sitrep += player->Name();
- sitrep += " will be conducting combat flight operations in the ";
- sitrep += sector;
- break;
-
- case Mission::TRAINING:
- sitrep += "\n\nThis will be a training mission.";
- break;
-
- case Mission::TRANSPORT:
- case Mission::CARGO:
- case Mission::OTHER:
- default:
- break;
- }
-
- if (threat.length()) {
- sitrep += " ";
- sitrep += threat;
- sitrep += "\n\n";
- }
- }
- else {
- sitrep += "\n\n";
- }
-
- Text rank;
- Text name;
-
- Player* p = Player::GetCurrentPlayer();
-
- if (p) {
- if (p->Rank() > 6)
- rank = ", Admiral";
- else
- rank = Text(", ") + Player::RankName(p->Rank());
-
- name = Text(", ") + p->Name();
- }
-
- sitrep += "You have a mission to perform. ";
-
- switch (RandomIndex()) {
- case 0: sitrep += "You'd better go get to it!"; break;
- case 1: sitrep += "And let's be careful out there!"; break;
- case 2: sitrep += "Good luck, sir!"; break;
- case 3: sitrep += "Let's keep up the good work out there."; break;
- case 4: sitrep += "Don't lose your focus."; break;
- case 5: sitrep += "Good luck out there."; break;
- case 6: sitrep += "What are you waiting for, cocktail hour?"; break;
- case 7: sitrep += Text("Godspeed") + rank + "!"; break;
- case 8: sitrep += Text("Good luck") + rank + "!"; break;
- case 9: sitrep += Text("Good luck") + name + "!"; break;
- case 10: sitrep += "If everything is clear, get your team ready and get underway.";
- break;
- case 11: sitrep += Text("Go get to it") + rank + "!"; break;
- case 12: sitrep += "The clock is ticking, so let's move it!"; break;
- case 13: sitrep += "Stay sharp out there!"; break;
- case 14: sitrep += Text("Go get 'em") + rank + "!"; break;
- case 15: sitrep += "Now get out of here and get to work!"; break;
- }
-}
-
-// +--------------------------------------------------------------------+
-
-MissionElement*
-CampaignSituationReport::FindEscort(MissionElement* player)
-{
- MissionElement* escort = 0;
-
- if (!mission || !player) return escort;
-
- ListIter<MissionElement> iter = mission->GetElements();
- while (++iter) {
- MissionElement* elem = iter.value();
-
- }
-
- return escort;
-}
-
-// +--------------------------------------------------------------------+
-
-Text
-CampaignSituationReport::GetThreatInfo()
-{
- Text threat_info;
-
- int enemy_fighters = 0;
- int enemy_starships = 0;
- int enemy_sites = 0;
-
- if (mission && mission->GetPlayer()) {
- MissionElement* player = mission->GetPlayer();
- Text rgn0 = player->Region();
- Text rgn1;
- int iff = player->GetIFF();
-
- ListIter<Instruction> nav = player->NavList();
- while (++nav) {
- if (rgn0 != nav->RegionName())
- rgn1 = nav->RegionName();
- }
-
- ListIter<MissionElement> elem = mission->GetElements();
- while (++elem) {
- if (elem->GetIFF() > 0 && elem->GetIFF() != iff && elem->IntelLevel() > Intel::SECRET) {
- if (elem->IsGroundUnit()) {
- if (!elem->GetDesign() ||
- elem->GetDesign()->type != Ship::SAM)
- continue;
-
- if (elem->Region() != rgn0 &&
- elem->Region() != rgn1)
- continue;
- }
-
- int mission_role = elem->MissionRole();
-
- if (mission_role == Mission::STRIKE ||
- mission_role == Mission::INTEL ||
- mission_role == Mission::CARGO ||
- mission_role == Mission::TRANSPORT)
- continue;
-
- if (elem->GetDesign()->type >= Ship::MINE && elem->GetDesign()->type <= Ship::DEFSAT)
- enemy_sites += elem->Count();
-
- else if (elem->IsDropship())
- enemy_fighters += elem->Count();
-
- else if (elem->IsStarship())
- enemy_starships += elem->Count();
-
- else if (elem->IsGroundUnit())
- enemy_sites += elem->Count();
- }
- }
- }
-
- if (enemy_starships > 0) {
- threat_info = "We have reports of several enemy starships in the vicinity.";
-
- if (enemy_fighters > 0) {
- threat_info += " Also be advised that enemy fighters may be operating nearby.";
- }
-
- else if (enemy_sites > 0) {
- threat_info += " And be on the lookout for mines and defense satellites.";
- }
- }
-
- else if (enemy_fighters > 0) {
- threat_info = "We have reports of several enemy fighters in your operating area.";
- }
-
- else if (enemy_sites > 0) {
- if (mission->Type() >= Mission::AIR_PATROL && mission->Type() <= Mission::STRIKE)
- threat_info = "Remember to check air-to-ground sensors for SAM and AAA sites.";
- else
- threat_info = "Be on the lookout for mines and defense satellites.";
- }
- else {
- threat_info = "We have no reliable information on threats in your operating area.";
- }
-
- return threat_info;
-}
+/* 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: CampaignSituationReport.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ CampaignSituationReport generates the situation report
+ portion of the briefing for a dynamically generated
+ mission in a dynamic campaign.
+*/
+
+#include "MemDebug.h"
+#include "CampaignSituationReport.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 "Instruction.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "StarSystem.h"
+#include "Random.h"
+#include "Player.h"
+
+// +--------------------------------------------------------------------+
+
+CampaignSituationReport::CampaignSituationReport(Campaign* c, Mission* m)
+ : campaign(c), mission(m)
+{}
+
+CampaignSituationReport::~CampaignSituationReport() {}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignSituationReport::GenerateSituationReport()
+{
+ if (!campaign || !mission)
+ return;
+
+ sitrep = Text();
+
+ GlobalSituation();
+ MissionSituation();
+
+ mission->SetSituation(sitrep);
+}
+
+// +--------------------------------------------------------------------+
+
+static const char* outlooks[4] = { "good", "fluid", "poor", "bleak" };
+
+void
+CampaignSituationReport::GlobalSituation()
+{
+ if (campaign->GetTime() < 40 * 3600)
+ sitrep = Text(campaign->Name()) + Text(" is still in its early stages and the situation is ");
+ else
+ sitrep = Text("The overall outlook for ") + Text(campaign->Name()) + Text(" is ");
+
+ int score = campaign->GetPlayerTeamScore();
+
+ if (score > 1000)
+ sitrep += outlooks[0];
+ else if (score > -1000)
+ sitrep += outlooks[1];
+ else if (score > -2000)
+ sitrep += outlooks[2];
+ else
+ sitrep += outlooks[3];
+
+ sitrep += ". ";
+
+ Text strat_dir;
+
+ CombatGroup* pg = campaign->GetPlayerGroup();
+
+ if (pg)
+ strat_dir = pg->GetStrategicDirection();
+
+ if (strat_dir.length())
+ sitrep += strat_dir;
+ else
+ sitrep += Text("Establishing and maintaining military control of the ") +
+ mission->GetStarSystem()->Name() + " System remains a key priority.";
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignSituationReport::MissionSituation()
+{
+ if (mission) {
+ MissionElement* player = mission->GetPlayer();
+ MissionElement* target = mission->GetTarget();
+ MissionElement* ward = mission->GetWard();
+ MissionElement* escort = FindEscort(player);
+ Text threat = GetThreatInfo();
+ Text sector = mission->GetRegion();
+
+ sector += " sector.";
+
+ switch (mission->Type()) {
+ case Mission::PATROL:
+ case Mission::AIR_PATROL:
+ sitrep += "\n\nThis mission is a routine patrol of the ";
+ sitrep += sector;
+ break;
+
+ case Mission::SWEEP:
+ case Mission::AIR_SWEEP:
+ sitrep += "\n\nFor this mission, you will be performing a fighter sweep of the ";
+ sitrep += sector;
+ break;
+
+ case Mission::INTERCEPT:
+ case Mission::AIR_INTERCEPT:
+ sitrep += "\n\nWe have detected hostile elements inbound. ";
+ sitrep += "Your mission is to intercept them before they are able to engage their targets.";
+ break;
+
+
+ case Mission::STRIKE:
+ sitrep += "\n\nThe goal of this mission is to perform a strike on preplanned targets in the ";
+ sitrep += sector;
+
+ if (target) {
+ sitrep += " Your package has been assigned to strike the ";
+
+ if (target->GetCombatGroup())
+ sitrep += target->GetCombatGroup()->GetDescription();
+ else
+ sitrep += target->Name();
+
+ sitrep += ".";
+ }
+ break;
+
+ case Mission::ASSAULT:
+ sitrep += "\n\nThis mission is to assault preplanned targets in the ";
+ sitrep += sector;
+
+ if (target) {
+ sitrep += " Your package has been assigned to strike the ";
+
+ if (target->GetCombatGroup())
+ sitrep += target->GetCombatGroup()->GetDescription();
+ else
+ sitrep += target->Name();
+
+ sitrep += ".";
+ }
+ break;
+
+ case Mission::DEFEND:
+ if (ward) {
+ sitrep += "\n\nFor this mission, you will need to defend ";
+ sitrep += ward->Name();
+ sitrep += " in the ";
+ sitrep += sector;
+ }
+ else {
+ sitrep += "\n\nThis is a defensive patrol mission in the ";
+ sitrep += sector;
+ }
+ break;
+
+ case Mission::ESCORT:
+ if (ward) {
+ sitrep += "\n\nFor this mission, you will need to escort the ";
+ sitrep += ward->Name();
+ sitrep += " in the ";
+ sitrep += sector;
+ }
+ else {
+ sitrep += "\n\nThis is an escort mission in the ";
+ sitrep += sector;
+ }
+ break;
+
+ case Mission::ESCORT_FREIGHT:
+ if (ward) {
+ sitrep += "\n\nFor this mission, you will need to escort the freighter ";
+ sitrep += ward->Name();
+ sitrep += ".";
+ }
+ else {
+ sitrep += "\n\nThis is a freight escort mission in the ";
+ sitrep += sector;
+ }
+ break;
+
+ case Mission::ESCORT_SHUTTLE:
+ if (ward) {
+ sitrep += "\n\nFor this mission, you will need to escort the shuttle ";
+ sitrep += ward->Name();
+ sitrep += ".";
+ }
+ else {
+ sitrep += "\n\nThis is a shuttle escort mission in the ";
+ sitrep += sector;
+ }
+ break;
+
+ case Mission::ESCORT_STRIKE:
+ if (ward) {
+ sitrep += "\n\nFor this mission, you will need to protect the ";
+ sitrep += ward->Name();
+ sitrep += " strike package from hostile interceptors.";
+ }
+ else {
+ sitrep += "\n\nFor this mission, you will be responsible for strike escort duty.";
+ }
+ break;
+
+ case Mission::INTEL:
+ case Mission::SCOUT:
+ case Mission::RECON:
+ sitrep += "\n\nThis is an intelligence gathering mission in the ";
+ sitrep += sector;
+ break;
+
+ case Mission::BLOCKADE:
+ sitrep += "\n\nThis mission is part of the blockade operation in the ";
+ sitrep += sector;
+ break;
+
+ case Mission::FLEET:
+ sitrep += "\n\nThis mission is a routine fleet patrol of the ";
+ sitrep += sector;
+ break;
+
+ case Mission::BOMBARDMENT:
+ sitrep += "\n\nOur goal for this mission is to engage and destroy preplanned targets in the ";
+ sitrep += sector;
+ break;
+
+ case Mission::FLIGHT_OPS:
+ sitrep += "\n\nFor this mission, the ";
+ sitrep += player->Name();
+ sitrep += " will be conducting combat flight operations in the ";
+ sitrep += sector;
+ break;
+
+ case Mission::TRAINING:
+ sitrep += "\n\nThis will be a training mission.";
+ break;
+
+ case Mission::TRANSPORT:
+ case Mission::CARGO:
+ case Mission::OTHER:
+ default:
+ break;
+ }
+
+ if (threat.length()) {
+ sitrep += " ";
+ sitrep += threat;
+ sitrep += "\n\n";
+ }
+ }
+ else {
+ sitrep += "\n\n";
+ }
+
+ Text rank;
+ Text name;
+
+ Player* p = Player::GetCurrentPlayer();
+
+ if (p) {
+ if (p->Rank() > 6)
+ rank = ", Admiral";
+ else
+ rank = Text(", ") + Player::RankName(p->Rank());
+
+ name = Text(", ") + p->Name();
+ }
+
+ sitrep += "You have a mission to perform. ";
+
+ switch (RandomIndex()) {
+ case 0: sitrep += "You'd better go get to it!"; break;
+ case 1: sitrep += "And let's be careful out there!"; break;
+ case 2: sitrep += "Good luck, sir!"; break;
+ case 3: sitrep += "Let's keep up the good work out there."; break;
+ case 4: sitrep += "Don't lose your focus."; break;
+ case 5: sitrep += "Good luck out there."; break;
+ case 6: sitrep += "What are you waiting for, cocktail hour?"; break;
+ case 7: sitrep += Text("Godspeed") + rank + "!"; break;
+ case 8: sitrep += Text("Good luck") + rank + "!"; break;
+ case 9: sitrep += Text("Good luck") + name + "!"; break;
+ case 10: sitrep += "If everything is clear, get your team ready and get underway.";
+ break;
+ case 11: sitrep += Text("Go get to it") + rank + "!"; break;
+ case 12: sitrep += "The clock is ticking, so let's move it!"; break;
+ case 13: sitrep += "Stay sharp out there!"; break;
+ case 14: sitrep += Text("Go get 'em") + rank + "!"; break;
+ case 15: sitrep += "Now get out of here and get to work!"; break;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+MissionElement*
+CampaignSituationReport::FindEscort(MissionElement* player)
+{
+ MissionElement* escort = 0;
+
+ if (!mission || !player) return escort;
+
+ ListIter<MissionElement> iter = mission->GetElements();
+ while (++iter) {
+ MissionElement* elem = iter.value();
+
+ }
+
+ return escort;
+}
+
+// +--------------------------------------------------------------------+
+
+Text
+CampaignSituationReport::GetThreatInfo()
+{
+ Text threat_info;
+
+ int enemy_fighters = 0;
+ int enemy_starships = 0;
+ int enemy_sites = 0;
+
+ if (mission && mission->GetPlayer()) {
+ MissionElement* player = mission->GetPlayer();
+ Text rgn0 = player->Region();
+ Text rgn1;
+ int iff = player->GetIFF();
+
+ ListIter<Instruction> nav = player->NavList();
+ while (++nav) {
+ if (rgn0 != nav->RegionName())
+ rgn1 = nav->RegionName();
+ }
+
+ ListIter<MissionElement> elem = mission->GetElements();
+ while (++elem) {
+ if (elem->GetIFF() > 0 && elem->GetIFF() != iff && elem->IntelLevel() > Intel::SECRET) {
+ if (elem->IsGroundUnit()) {
+ if (!elem->GetDesign() ||
+ elem->GetDesign()->type != Ship::SAM)
+ continue;
+
+ if (elem->Region() != rgn0 &&
+ elem->Region() != rgn1)
+ continue;
+ }
+
+ int mission_role = elem->MissionRole();
+
+ if (mission_role == Mission::STRIKE ||
+ mission_role == Mission::INTEL ||
+ mission_role == Mission::CARGO ||
+ mission_role == Mission::TRANSPORT)
+ continue;
+
+ if (elem->GetDesign()->type >= Ship::MINE && elem->GetDesign()->type <= Ship::DEFSAT)
+ enemy_sites += elem->Count();
+
+ else if (elem->IsDropship())
+ enemy_fighters += elem->Count();
+
+ else if (elem->IsStarship())
+ enemy_starships += elem->Count();
+
+ else if (elem->IsGroundUnit())
+ enemy_sites += elem->Count();
+ }
+ }
+ }
+
+ if (enemy_starships > 0) {
+ threat_info = "We have reports of several enemy starships in the vicinity.";
+
+ if (enemy_fighters > 0) {
+ threat_info += " Also be advised that enemy fighters may be operating nearby.";
+ }
+
+ else if (enemy_sites > 0) {
+ threat_info += " And be on the lookout for mines and defense satellites.";
+ }
+ }
+
+ else if (enemy_fighters > 0) {
+ threat_info = "We have reports of several enemy fighters in your operating area.";
+ }
+
+ else if (enemy_sites > 0) {
+ if (mission->Type() >= Mission::AIR_PATROL && mission->Type() <= Mission::STRIKE)
+ threat_info = "Remember to check air-to-ground sensors for SAM and AAA sites.";
+ else
+ threat_info = "Be on the lookout for mines and defense satellites.";
+ }
+ else {
+ threat_info = "We have no reliable information on threats in your operating area.";
+ }
+
+ return threat_info;
+}