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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/CampaignMissionStarship.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CampaignMissionStarship.cpp')
-rw-r--r--StarsEx/CampaignMissionStarship.cpp1403
1 files changed, 1403 insertions, 0 deletions
diff --git a/StarsEx/CampaignMissionStarship.cpp b/StarsEx/CampaignMissionStarship.cpp
new file mode 100644
index 0000000..60d88af
--- /dev/null
+++ b/StarsEx/CampaignMissionStarship.cpp
@@ -0,0 +1,1403 @@
+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ CampaignMissionStarship generates missions and mission
+ info for the player's STARSHIP GROUP as part of a
+ dynamic campaign.
+*/
+
+#include "CampaignMissionStarship.h"
+#include "CampaignMissionRequest.h"
+#include "Campaign.h"
+#include "Combatant.h"
+#include "CombatAssignment.h"
+#include "CombatGroup.h"
+#include "CombatUnit.h"
+#include "CombatZone.h"
+#include "Callsign.h"
+#include "Mission.h"
+#include "MissionTemplate.h"
+#include "Instruction.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Starshatter.h"
+#include "StarSystem.h"
+#include "Player.h"
+#include "ContentBundle.h"
+#include "Random.h"
+
+static int pkg_id = 1000;
+extern int dump_missions;
+
+// +--------------------------------------------------------------------+
+
+CampaignMissionStarship::CampaignMissionStarship(Campaign* c)
+ : campaign(c), player_group(0), player_unit(0), mission(0), player(0),
+ strike_group(0), strike_target(0), prime_target(0),
+ ward(0), escort(0), ownside(0), enemy(-1), mission_type(0)
+{
+ if (!campaign || !campaign->GetPlayerGroup()) {
+ ::Print("ERROR - CMS campaign=0x%08x player_group=0x%08x\n",
+ campaign, (DWORD) campaign?campaign->GetPlayerGroup():0);
+ return;
+ }
+
+ player_group = campaign->GetPlayerGroup();
+ player_unit = campaign->GetPlayerUnit();
+}
+
+CampaignMissionStarship::~CampaignMissionStarship() {}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateMission(CampaignMissionRequest* req)
+{
+ if (!campaign || !req)
+ return;
+
+ ::Print("\n-----------------------------------------------\n");
+ if (req->Script().length())
+ ::Print("CMS CreateMission() request: %s '%s'\n",
+ Mission::RoleName(req->Type()),
+ (const char*) req->Script());
+
+ else
+ ::Print("CMS CreateMission() request: %s %s\n",
+ Mission::RoleName(req->Type()),
+ req->GetObjective() ? req->GetObjective()->Name().data() : "(no target)");
+
+ request = req;
+
+ if (!player_group)
+ return;
+
+ if (request->GetPrimaryGroup() != player_group) {
+ player_group = request->GetPrimaryGroup();
+ player_unit = 0;
+ }
+
+ ownside = player_group->GetIFF();
+ mission_info = 0;
+
+ for (int i = 0; i < campaign->GetCombatants().size(); i++) {
+ int iff = campaign->GetCombatants().at(i)->GetIFF();
+ if (iff > 0 && iff != ownside) {
+ enemy = iff;
+ break;
+ }
+ }
+
+ static int id_key = 1;
+ GenerateMission(id_key++);
+ DefineMissionObjectives();
+
+ MissionInfo* info = DescribeMission();
+
+ if (info) {
+ campaign->GetMissionList().append(info);
+
+ ::Print("CMS Created %03d '%s' %s\n\n",
+ info->id,
+ (const char*) info->name,
+ Mission::RoleName(mission->Type()));
+
+ if (dump_missions) {
+ Text script = mission->Serialize();
+ char fname[32];
+
+ sprintf_s(fname, "msn%03d.def", info->id);
+ FILE* f;
+ fopen_s(&f, fname, "wb");
+ if (f) {
+ fprintf(f, "%s\n", script.data());
+ fclose(f);
+ }
+ }
+ }
+
+ else {
+ ::Print("CMS failed to create mission.\n");
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+Mission*
+CampaignMissionStarship::GenerateMission(int id)
+{
+ bool found = false;
+
+ SelectType();
+
+ if (request && request->Script().length()) {
+ MissionTemplate* mt = new MissionTemplate(id, request->Script(), campaign->Path());
+ if (mt)
+ mt->SetPlayerSquadron(player_group);
+ mission = mt;
+ found = true;
+ }
+
+ else {
+ mission_info = campaign->FindMissionTemplate(mission_type, player_group);
+
+ found = mission_info != 0;
+
+ if (found) {
+ MissionTemplate* mt = new MissionTemplate(id, mission_info->script, campaign->Path());
+ if (mt)
+ mt->SetPlayerSquadron(player_group);
+ mission = mt;
+ }
+ else {
+ mission = new Mission(id);
+ if (mission)
+ mission->SetType(mission_type);
+ }
+ }
+
+ if (!mission || !player_group) {
+ Exit();
+ return 0;
+ }
+
+ char name[64];
+ sprintf_s(name, "Starship Mission %d", id);
+
+ mission->SetName(name);
+ mission->SetTeam(player_group->GetIFF());
+ mission->SetStart(request->StartTime());
+
+ SelectRegion();
+ GenerateStandardElements();
+
+ if (!found) {
+ GenerateMissionElements();
+ mission->SetOK(true);
+ mission->Validate();
+ }
+
+ else {
+ CreatePlayer();
+ mission->Load();
+
+ if (mission->IsOK()) {
+ player = mission->GetPlayer();
+ prime_target = mission->GetTarget();
+ ward = mission->GetWard();
+ }
+
+ // if there was a problem, scrap the mission
+ // and start over:
+ else {
+ delete mission;
+
+ mission = new Mission(id);
+
+ if (!mission) {
+ Exit();
+ return 0;
+ }
+
+ mission->SetType(mission_type);
+ mission->SetName(name);
+ mission->SetTeam(player_group->GetIFF());
+ mission->SetStart(request->StartTime());
+
+ SelectRegion();
+ GenerateStandardElements();
+ GenerateMissionElements();
+
+ mission->SetOK(true);
+ mission->Validate();
+ }
+ }
+
+ return mission;
+}
+
+void
+CampaignMissionStarship::SelectType()
+{
+ if (request)
+ mission_type = request->Type();
+
+ else
+ mission_type = Mission::PATROL;
+
+ if (player_unit && player_unit->GetShipClass() == Ship::CARRIER)
+ mission_type = Mission::FLIGHT_OPS;
+}
+
+void
+CampaignMissionStarship::SelectRegion()
+{
+ if (!player_group) {
+ ::Print("WARNING: CMS - no player group in SelectRegion\n");
+ return;
+ }
+
+ CombatZone* zone = player_group->GetAssignedZone();
+
+ if (!zone)
+ zone = player_group->GetCurrentZone();
+
+ if (zone) {
+ mission->SetStarSystem(campaign->GetSystem(zone->System()));
+
+ if (zone->HasRegion(player_group->GetRegion()))
+ mission->SetRegion(player_group->GetRegion());
+
+ else
+ mission->SetRegion(*zone->GetRegions().at(0));
+ }
+
+ else {
+ ::Print("WARNING: CMS - No zone for '%s'\n", player_group->Name().data());
+
+ StarSystem* s = campaign->GetSystemList()[0];
+
+ mission->SetStarSystem(s);
+ mission->SetRegion(s->Regions()[0]->Name());
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::GenerateStandardElements()
+{
+ ListIter<CombatZone> z = campaign->GetZones();
+ while (++z) {
+ ListIter<ZoneForce> iter = z->GetForces();
+ while (++iter) {
+ ZoneForce* force = iter.value();
+ ListIter<CombatGroup> group = force->GetGroups();
+
+ while (++group) {
+ CombatGroup* g = group.value();
+
+ switch (g->Type()) {
+ case CombatGroup::INTERCEPT_SQUADRON:
+ case CombatGroup::FIGHTER_SQUADRON:
+ case CombatGroup::ATTACK_SQUADRON:
+ case CombatGroup::LCA_SQUADRON:
+ CreateSquadron(g);
+ break;
+
+ case CombatGroup::DESTROYER_SQUADRON:
+ case CombatGroup::BATTLE_GROUP:
+ case CombatGroup::CARRIER_GROUP:
+ CreateElements(g);
+ break;
+
+ case CombatGroup::MINEFIELD:
+ case CombatGroup::BATTERY:
+ case CombatGroup::MISSILE:
+ case CombatGroup::STATION:
+ case CombatGroup::STARBASE:
+ case CombatGroup::SUPPORT:
+ case CombatGroup::COURIER:
+ case CombatGroup::MEDICAL:
+ case CombatGroup::SUPPLY:
+ case CombatGroup::REPAIR:
+ CreateElements(g);
+ break;
+
+ case CombatGroup::CIVILIAN:
+ case CombatGroup::WAR_PRODUCTION:
+ case CombatGroup::FACTORY:
+ case CombatGroup::REFINERY:
+ case CombatGroup::RESOURCE:
+ case CombatGroup::INFRASTRUCTURE:
+ case CombatGroup::TRANSPORT:
+ case CombatGroup::NETWORK:
+ case CombatGroup::HABITAT:
+ case CombatGroup::STORAGE:
+ case CombatGroup::NON_COM:
+ CreateElements(g);
+ break;
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::GenerateMissionElements()
+{
+ CreatePlayer();
+ CreateWards();
+ CreateTargets();
+
+ if (ward && player) {
+ Instruction* obj = new Instruction(Instruction::ESCORT, ward->Name());
+
+ if (obj) {
+ switch (mission->Type()) {
+ case Mission::ESCORT_FREIGHT:
+ obj->SetTargetDesc(Text("the star freighter ") + ward->Name());
+ break;
+
+ case Mission::ESCORT_SHUTTLE:
+ obj->SetTargetDesc(Text("the shuttle ") + ward->Name());
+ break;
+
+ case Mission::ESCORT_STRIKE:
+ obj->SetTargetDesc(Text("the ") + ward->Name() + Text(" strike package"));
+ break;
+
+ default:
+ if (ward->GetCombatGroup()) {
+ obj->SetTargetDesc(Text("the ") + ward->GetCombatGroup()->GetDescription());
+ }
+ else {
+ obj->SetTargetDesc(Text("the ") + ward->Name());
+ }
+ break;
+ }
+
+ player->AddObjective(obj);
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreatePlayer()
+{
+ // prepare elements for the player's group
+ MissionElement* elem = 0;
+
+ if (player_group) {
+ ListIter<MissionElement> iter = mission->GetElements();
+ while (++iter) {
+ MissionElement* e = iter.value();
+ if (e->GetCombatGroup() == player_group) {
+ player_group_elements.append(e);
+
+ // match the player to the requested unit, if possible:
+ if ((!player_unit && !elem) || (player_unit == e->GetCombatUnit())) {
+ elem = e;
+ }
+ }
+ }
+ }
+
+ if (elem) {
+ elem->SetPlayer(1);
+ elem->SetCommandAI(0);
+ player = elem;
+ }
+ else if (player_group) {
+ ::Print("CMS GenerateMissionElements() could not find player element '%s'\n",
+ player_group->Name().data());
+ }
+ else {
+ ::Print("CMS GenerateMissionElements() could not find player element (no player group)\n");
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateElements(CombatGroup* g)
+{
+ MissionElement* elem = 0;
+ List<CombatUnit>& units = g->GetUnits();
+
+ CombatUnit* cmdr = 0;
+
+ for (int i = 0; i < units.size(); i++) {
+ elem = CreateSingleElement(g, units[i]);
+
+ if (elem) {
+ if (!cmdr) {
+ cmdr = units[i];
+
+ if (player_group && player_group->GetIFF() == g->GetIFF()) {
+ // the grand admiral is all powerful!
+ Player* player = Player::GetCurrentPlayer();
+ if (player && player->Rank() >= 10) {
+ elem->SetCommander(player_group->Name());
+ }
+ }
+ }
+ else {
+ elem->SetCommander(cmdr->Name());
+
+ if (g->Type() == CombatGroup::CARRIER_GROUP &&
+ elem->MissionRole() == Mission::ESCORT) {
+ Instruction* obj = new Instruction(Instruction::ESCORT, cmdr->Name());
+ if (obj) {
+ obj->SetTargetDesc(Text("the ") + g->GetDescription());
+ elem->AddObjective(obj);
+ }
+ }
+ }
+
+ mission->AddElement(elem);
+ }
+ }
+}
+
+MissionElement*
+CampaignMissionStarship::CreateSingleElement(CombatGroup* g, CombatUnit* u)
+{
+ if (!g || g->IsReserve()) return 0;
+ if (!u || u->LiveCount() < 1) return 0;
+ if (!mission->GetStarSystem()) return 0;
+
+ // no ground units in starship missions:
+ StarSystem* system = mission->GetStarSystem();
+ OrbitalRegion* rgn = system->FindRegion(u->GetRegion());
+
+ if (!rgn || rgn->Type() == Orbital::TERRAIN)
+ return 0;
+
+ // make sure this unit isn't already in the mission:
+ ListIter<MissionElement> e_iter = mission->GetElements();
+ while (++e_iter) {
+ MissionElement* elem = e_iter.value();
+
+ if (elem->GetCombatUnit() == u)
+ return 0;
+ }
+
+ MissionElement* elem = new MissionElement;
+ if (!elem) {
+ Exit();
+ return 0;
+ }
+
+ if (u->Name().length())
+ elem->SetName(u->Name());
+ else
+ elem->SetName(u->DesignName());
+
+ elem->SetElementID(pkg_id++);
+
+ elem->SetDesign(u->GetDesign());
+ elem->SetCount(u->LiveCount());
+ elem->SetIFF(u->GetIFF());
+ elem->SetIntelLevel(g->IntelLevel());
+ elem->SetRegion(u->GetRegion());
+ elem->SetHeading(u->GetHeading());
+
+ int unit_index = g->GetUnits().index(u);
+ Point base_loc = u->Location();
+ bool exact = u->IsStatic(); // exact unit-level placement
+
+ if (base_loc.length() < 1) {
+ base_loc = g->Location();
+ exact = false;
+ }
+
+ if (unit_index < 0 || unit_index > 0 && !exact) {
+ Point loc = RandomDirection();
+
+ if (!u->IsStatic()) {
+ while (fabs(loc.y) > fabs(loc.x))
+ loc = RandomDirection();
+
+ loc *= 10e3 + 9e3 * unit_index;
+ }
+ else {
+ loc *= 2e3 + 2e3 * unit_index;
+ }
+
+ elem->SetLocation(base_loc + loc);
+ }
+ else {
+ elem->SetLocation(base_loc);
+ }
+
+ if (g->Type() == CombatGroup::CARRIER_GROUP) {
+ if (u->Type() == Ship::CARRIER) {
+ elem->SetMissionRole(Mission::FLIGHT_OPS);
+ }
+ else {
+ elem->SetMissionRole(Mission::ESCORT);
+ }
+ }
+ else if (u->Type() == Ship::STATION || u->Type() == Ship::FARCASTER) {
+ elem->SetMissionRole(Mission::OTHER);
+
+ // link farcaster to other terminus:
+ if (u->Type() == Ship::FARCASTER) {
+ Text name = u->Name();
+ int dash = -1;
+
+ for (int i = 0; i < (int) name.length(); i++)
+ if (name[i] == '-')
+ dash = i;
+
+ Text src = name.substring(0, dash);
+ Text dst = name.substring(dash+1, name.length() - (dash+1));
+
+ Instruction* obj = new Instruction(Instruction::VECTOR, dst + "-" + src);
+ if (obj)
+ elem->AddObjective(obj);
+ }
+ }
+ else if ((u->Type() & Ship::STARSHIPS) != 0) {
+ elem->SetMissionRole(Mission::FLEET);
+ }
+
+ elem->SetCombatGroup(g);
+ elem->SetCombatUnit(u);
+
+ return elem;
+}
+
+CombatUnit*
+CampaignMissionStarship::FindCarrier(CombatGroup* g)
+{
+ CombatGroup* carrier = g->FindCarrier();
+
+ if (carrier && carrier->GetUnits().size()) {
+ MissionElement* carrier_elem = mission->FindElement(carrier->Name());
+
+ if (carrier_elem)
+ return carrier->GetUnits().at(0);
+ }
+
+ return 0;
+}
+
+void
+CampaignMissionStarship::CreateSquadron(CombatGroup* g)
+{
+ if (!g || g->IsReserve()) return;
+
+ CombatUnit* fighter = g->GetUnits().at(0);
+ CombatUnit* carrier = FindCarrier(g);
+
+ if (!fighter || !carrier) return;
+
+ int live_count = fighter->LiveCount();
+ int maint_count = (live_count > 4) ? live_count / 2 : 0;
+
+ MissionElement* elem = new MissionElement;
+
+ if (!elem) {
+ Exit();
+ return;
+ }
+
+ elem->SetName(g->Name());
+ elem->SetElementID(pkg_id++);
+
+ elem->SetDesign(fighter->GetDesign());
+ elem->SetCount(fighter->Count());
+ elem->SetDeadCount(fighter->DeadCount());
+ elem->SetMaintCount(maint_count);
+ elem->SetIFF(fighter->GetIFF());
+ elem->SetIntelLevel(g->IntelLevel());
+ elem->SetRegion(fighter->GetRegion());
+
+ elem->SetCarrier(carrier->Name());
+ elem->SetCommander(carrier->Name());
+ elem->SetLocation(carrier->Location() + RandomPoint());
+
+ elem->SetCombatGroup(g);
+ elem->SetCombatUnit(fighter);
+
+ mission->AddElement(elem);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateWards()
+{
+ switch (mission->Type()) {
+ case Mission::ESCORT_FREIGHT: CreateWardFreight(); break;
+ default: break;
+ }
+}
+
+void
+CampaignMissionStarship::CreateWardFreight()
+{
+ if (!mission || !mission->GetStarSystem() || !player_group) return;
+
+ CombatGroup* freight = 0;
+
+ if (request)
+ freight = request->GetObjective();
+
+ if (!freight)
+ freight = campaign->FindGroup(ownside, CombatGroup::FREIGHT);
+
+ if (!freight || freight->CalcValue() < 1) return;
+
+ CombatUnit* unit = freight->GetNextUnit();
+ if (!unit) return;
+
+ MissionElement* elem = CreateSingleElement(freight, unit);
+ if (!elem) return;
+
+ elem->SetMissionRole(Mission::CARGO);
+ elem->SetIntelLevel(Intel::KNOWN);
+ elem->SetRegion(player_group->GetRegion());
+
+ ward = elem;
+ mission->AddElement(elem);
+
+
+ StarSystem* system = mission->GetStarSystem();
+ OrbitalRegion* rgn1 = system->FindRegion(elem->Region());
+ Point delta = rgn1->Location() - rgn1->Primary()->Location();
+ Point navpt_loc = elem->Location();
+ Instruction* n = 0;
+
+ delta.Normalize();
+ delta *= 200.0e3;
+
+ navpt_loc += delta;
+
+ n = new Instruction(elem->Region(),
+ navpt_loc,
+ Instruction::VECTOR);
+ if (n) {
+ n->SetSpeed(500);
+ elem->AddNavPoint(n);
+ }
+
+ Text rgn2 = elem->Region();
+ List<CombatZone>& zones = campaign->GetZones();
+ if (zones[zones.size()-1]->HasRegion(rgn2))
+ rgn2 = *zones[0]->GetRegions()[0];
+ else
+ rgn2 = *zones[zones.size()-1]->GetRegions()[0];
+
+ n = new Instruction(rgn2,
+ Point(0, 0, 0),
+ Instruction::VECTOR);
+ if (n) {
+ n->SetSpeed(750);
+ elem->AddNavPoint(n);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateEscorts()
+{
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateTargets()
+{
+ if (player_group && player_group->Type() == CombatGroup::CARRIER_GROUP) {
+ CreateTargetsCarrier();
+ }
+
+ else {
+ switch (mission->Type()) {
+ default:
+ case Mission::PATROL: CreateTargetsPatrol(); break;
+ case Mission::ASSAULT:
+ case Mission::STRIKE: CreateTargetsAssault(); break;
+ case Mission::ESCORT_FREIGHT: CreateTargetsFreightEscort(); break;
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateTargetsAssault()
+{
+ if (!player) return;
+
+ CombatGroup* assigned = 0;
+
+ if (request)
+ assigned = request->GetObjective();
+
+ if (assigned) {
+ CreateElements(assigned);
+
+ ListIter<MissionElement> e_iter = mission->GetElements();
+ while (++e_iter) {
+ MissionElement* elem = e_iter.value();
+
+ if (elem->GetCombatGroup() == assigned) {
+ if (!prime_target) {
+ prime_target = elem;
+
+ MissionElement* player_lead = player_group_elements[0];
+
+ if (!player_lead) return;
+
+ Instruction* obj = new Instruction(Instruction::ASSAULT, prime_target->Name());
+ if (obj) {
+ obj->SetTargetDesc(Text("preplanned target '") + prime_target->Name() + "'");
+ player_lead->AddObjective(obj);
+ }
+
+ // create flight plan:
+ RLoc rloc;
+ RLoc* ref = 0;
+ Vec3 dummy(0,0,0);
+ Instruction* instr = 0;
+ Point loc = player_lead->Location();
+ Point tgt = prime_target->Location();
+ Point mid;
+
+ mid = loc + (prime_target->Location() - loc) * 0.35;
+
+ rloc.SetReferenceLoc(0);
+ rloc.SetBaseLocation(mid);
+ rloc.SetDistance(50e3);
+ rloc.SetDistanceVar(5e3);
+ rloc.SetAzimuth(90*DEGREES);
+ rloc.SetAzimuthVar(45*DEGREES);
+
+ instr = new Instruction(prime_target->Region(), dummy, Instruction::VECTOR);
+
+ if (!instr)
+ return;
+
+ instr->SetSpeed(750);
+ instr->GetRLoc() = rloc;
+
+ ref = &instr->GetRLoc();
+
+ player_lead->AddNavPoint(instr);
+
+ for (int i = 1; i < player_group_elements.size(); i++) {
+ MissionElement* pge = player_group_elements[i];
+ RLoc rloc2;
+
+ rloc2.SetReferenceLoc(ref);
+ rloc2.SetDistance(50e3);
+ rloc2.SetDistanceVar(5e3);
+
+ instr = new Instruction(prime_target->Region(), dummy, Instruction::VECTOR);
+
+ if (!instr)
+ return;
+
+ instr->SetSpeed(750);
+ instr->GetRLoc() = rloc2;
+
+ pge->AddNavPoint(instr);
+ }
+
+ double extra = 10e3;
+
+ if (prime_target && prime_target->GetDesign()) {
+ switch (prime_target->GetDesign()->type) {
+ default: extra = 20e3; break;
+ case Ship::FRIGATE: extra = 25e3; break;
+ case Ship::DESTROYER: extra = 30e3; break;
+ case Ship::CRUISER: extra = 50e3; break;
+ case Ship::BATTLESHIP: extra = 70e3; break;
+ case Ship::DREADNAUGHT: extra = 80e3; break;
+ case Ship::SWACS: extra = 30e3; break;
+ case Ship::CARRIER: extra = 90e3; break;
+ }
+ }
+
+ rloc.SetReferenceLoc(0);
+ rloc.SetBaseLocation(tgt);
+ rloc.SetDistance(100e3 + extra);
+ rloc.SetDistanceVar(15e3);
+ rloc.SetAzimuth(90*DEGREES);
+ rloc.SetAzimuthVar(45*DEGREES);
+
+ instr = new Instruction(prime_target->Region(), dummy, Instruction::ASSAULT);
+
+ if (!instr)
+ return;
+
+ instr->SetSpeed(500);
+ instr->GetRLoc() = rloc;
+ instr->SetTarget(prime_target->Name());
+
+ ref = &instr->GetRLoc();
+
+ player_lead->AddNavPoint(instr);
+
+ for (int i = 1; i < player_group_elements.size(); i++) {
+ MissionElement* pge = player_group_elements[i];
+ RLoc rloc2;
+
+ rloc2.SetReferenceLoc(ref);
+ rloc2.SetDistance(50e3);
+ rloc2.SetDistanceVar(5e3);
+
+ instr = new Instruction(prime_target->Region(), dummy, Instruction::ASSAULT);
+
+ if (!instr)
+ return;
+
+ instr->SetSpeed(500);
+ instr->GetRLoc() = rloc2;
+ instr->SetTarget(prime_target->Name());
+
+ pge->AddNavPoint(instr);
+ }
+ }
+ }
+ }
+ }
+}
+
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateTargetsCarrier()
+{
+ if (!player_group || !player) return;
+
+ Text region = player_group->GetRegion();
+ Point base_loc = player->Location();
+ Point patrol_loc = base_loc +
+ RandomDirection() * Random( 75e3, 150e3);
+ Point loc2 = patrol_loc +
+ RandomDirection() * Random( 50e3, 100e3);
+
+
+ int ntargets = 2 + (RandomChance() ? 1 : 0);
+ int ntries = 8;
+
+ while (ntargets > 0 && ntries > 0) {
+ Point target_loc = RandomChance() ? patrol_loc : loc2;
+ int t = CreateRandomTarget(region, target_loc);
+ ntargets -= t;
+ if (t < 1) ntries--;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateTargetsPatrol()
+{
+ if (!player_group || !player) return;
+
+ Text region = player_group->GetRegion();
+ Point base_loc = player->Location();
+ Point patrol_loc = base_loc +
+ RandomDirection() * Random(170e3, 250e3);
+
+ Instruction* n = new Instruction(region,
+ patrol_loc,
+ Instruction::PATROL);
+ player->AddNavPoint(n);
+
+ for (int i = 1; i < player_group_elements.size(); i++) {
+ MissionElement* elem = player_group_elements[i];
+
+ n = new Instruction(region,
+ patrol_loc + RandomDirection() * Random(20e3, 40e3),
+ Instruction::PATROL);
+ if (n)
+ elem->AddNavPoint(n);
+ }
+
+ Point loc2 = patrol_loc + RandomDirection() * Random(150e3, 200e3);
+
+ n = new Instruction(region,
+ loc2,
+ Instruction::PATROL);
+ if (n)
+ player->AddNavPoint(n);
+
+ for (int i = 1; i < player_group_elements.size(); i++) {
+ MissionElement* elem = player_group_elements[i];
+
+ n = new Instruction(region,
+ loc2 + RandomDirection() * Random(20e3, 40e3),
+ Instruction::PATROL);
+
+ if (n)
+ elem->AddNavPoint(n);
+ }
+
+ int ntargets = 2 + (RandomChance() ? 1 : 0);
+ int ntries = 8;
+
+ while (ntargets > 0 && ntries > 0) {
+ Point target_loc = RandomChance() ? patrol_loc : loc2;
+ int t = CreateRandomTarget(region, target_loc);
+ ntargets -= t;
+ if (t < 1) ntries--;
+ }
+
+ Instruction* obj = new Instruction(*n);
+ if (obj) {
+ obj->SetTargetDesc("inbound enemy units");
+ player->AddObjective(obj);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::CreateTargetsFreightEscort()
+{
+ if (!ward) {
+ CreateTargetsPatrol();
+ return;
+ }
+
+ CombatGroup* s = FindSquadron(enemy, CombatGroup::ATTACK_SQUADRON);
+ CombatGroup* s2 = FindSquadron(enemy, CombatGroup::FIGHTER_SQUADRON);
+
+ if (!s || !s2) return;
+
+ MissionElement* elem = CreateFighterPackage(s, 2, Mission::ASSAULT);
+ if (elem) {
+ elem->SetIntelLevel(Intel::KNOWN);
+
+ elem->SetLocation(ward->Location() + RandomPoint() * 5);
+
+ Instruction* obj = new Instruction(Instruction::ASSAULT, ward->Name());
+ if (obj)
+ elem->AddObjective(obj);
+ mission->AddElement(elem);
+
+ MissionElement* e2 = CreateFighterPackage(s2, 2, Mission::ESCORT);
+ if (e2) {
+ e2->SetIntelLevel(Intel::KNOWN);
+ e2->SetLocation(elem->Location() + RandomPoint() * 0.25);
+
+ Instruction* obj2 = new Instruction(Instruction::ESCORT, elem->Name());
+ if (obj2)
+ e2->AddObjective(obj2);
+ mission->AddElement(e2);
+ }
+ }
+
+ Instruction* obj3 = new Instruction(mission->GetRegion(),
+ Point(0,0,0),
+ Instruction::PATROL);
+ if (player && obj3) {
+ obj3->SetTargetDesc("enemy patrols");
+ player->AddObjective(obj3);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+int
+CampaignMissionStarship::CreateRandomTarget(const char* rgn, Point base_loc)
+{
+ int ntargets = 0;
+ int ttype = RandomIndex();
+
+ if (player_group && player_group->Type() == CombatGroup::CARRIER_GROUP) {
+ switch (ttype) {
+ case 0:
+ case 1:
+ case 2:
+ case 3: ttype = 0; break;
+ case 4:
+ case 5: ttype = 1; break;
+ case 6:
+ case 7: ttype = 2; break;
+ case 8:
+ case 9: ttype = 3; break;
+ case 10:
+ case 11: ttype = 4; break;
+ case 12:
+ case 13:
+ case 14:
+ case 15: ttype = 5; break;
+ }
+ }
+ else {
+ switch (ttype) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5: ttype = 0; break;
+ case 6:
+ case 7:
+ case 8: ttype = 1; break;
+ case 9:
+ case 10: ttype = 4; break;
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15: ttype = 5; break;
+ }
+ }
+
+ switch (ttype) {
+ case 0: {
+ CombatGroup* s = 0;
+
+ s = FindSquadron(enemy, CombatGroup::DESTROYER_SQUADRON);
+
+ if (s) {
+ for (int i = 0; i < 2; i++) {
+ CombatUnit* u = s->GetRandomUnit();
+ MissionElement* elem = CreateSingleElement(s, u);
+ if (elem) {
+ elem->SetIntelLevel(Intel::KNOWN);
+ elem->SetRegion(rgn);
+ elem->SetLocation(base_loc + RandomPoint() * 1.5);
+ elem->SetMissionRole(Mission::FLEET);
+ mission->AddElement(elem);
+ ntargets++;
+ }
+ }
+ }
+ }
+ break;
+
+ case 1: {
+ CombatGroup* s = FindSquadron(enemy, CombatGroup::LCA_SQUADRON);
+
+ if (s) {
+ MissionElement* elem = CreateFighterPackage(s, 2, Mission::CARGO);
+ if (elem) {
+ elem->SetIntelLevel(Intel::KNOWN);
+ elem->SetRegion(rgn);
+ elem->SetLocation(base_loc + RandomPoint() * 2);
+ mission->AddElement(elem);
+ ntargets++;
+
+ CombatGroup* s2 = FindSquadron(enemy, CombatGroup::FIGHTER_SQUADRON);
+
+ if (s2) {
+ MissionElement* e2 = CreateFighterPackage(s2, 2, Mission::ESCORT);
+ if (e2) {
+ e2->SetIntelLevel(Intel::KNOWN);
+ e2->SetRegion(rgn);
+ e2->SetLocation(elem->Location() + RandomPoint() * 0.5);
+
+ Instruction* obj = new Instruction(Instruction::ESCORT, elem->Name());
+ if (obj)
+ e2->AddObjective(obj);
+
+ mission->AddElement(e2);
+ }
+ }
+ }
+ }
+ }
+ break;
+
+ case 2: {
+ CombatGroup* s = FindSquadron(enemy, CombatGroup::INTERCEPT_SQUADRON);
+
+ if (s) {
+ MissionElement* elem = CreateFighterPackage(s, 4, Mission::PATROL);
+ if (elem) {
+ elem->SetIntelLevel(Intel::SECRET);
+ elem->SetRegion(rgn);
+ elem->SetLocation(base_loc);
+ mission->AddElement(elem);
+ ntargets++;
+ }
+ }
+ }
+ break;
+
+ case 3: {
+ CombatGroup* s = FindSquadron(enemy, CombatGroup::FIGHTER_SQUADRON);
+
+ if (s) {
+ MissionElement* elem = CreateFighterPackage(s, 3, Mission::ASSAULT);
+ if (elem) {
+ elem->SetIntelLevel(Intel::KNOWN);
+ elem->Loadouts().destroy();
+ elem->Loadouts().append(new MissionLoad(-1, "Ship Strike"));
+ elem->SetRegion(rgn);
+ elem->SetLocation(base_loc + RandomPoint());
+ mission->AddElement(elem);
+
+ if (player) {
+ Instruction* n = new Instruction(player->Region(),
+ player->Location() + RandomPoint(),
+ Instruction::ASSAULT);
+ n->SetTarget(player->Name());
+ elem->AddNavPoint(n);
+ }
+
+ ntargets++;
+ }
+ }
+ }
+ break;
+
+ case 4: {
+ CombatGroup* s = FindSquadron(enemy, CombatGroup::ATTACK_SQUADRON);
+
+ if (s) {
+ MissionElement* elem = CreateFighterPackage(s, 2, Mission::ASSAULT);
+ if (elem) {
+ elem->SetIntelLevel(Intel::KNOWN);
+ elem->Loadouts().destroy();
+ elem->Loadouts().append(new MissionLoad(-1, "Hvy Ship Strike"));
+ elem->SetRegion(rgn);
+ elem->SetLocation(base_loc + RandomPoint() * 1.3);
+ mission->AddElement(elem);
+
+ if (player) {
+ Instruction* n = new Instruction(player->Region(),
+ player->Location() + RandomPoint(),
+ Instruction::ASSAULT);
+ n->SetTarget(player->Name());
+ elem->AddNavPoint(n);
+ }
+
+ ntargets++;
+ }
+ }
+ }
+ break;
+
+ default: {
+ CombatGroup* s = 0;
+
+ s = FindSquadron(enemy, CombatGroup::FREIGHT);
+
+ if (s) {
+ CombatUnit* u = s->GetRandomUnit();
+ MissionElement* elem = CreateSingleElement(s, u);
+ if (elem) {
+ elem->SetIntelLevel(Intel::KNOWN);
+ elem->SetRegion(rgn);
+ elem->SetLocation(base_loc + RandomPoint() * 2);
+ elem->SetMissionRole(Mission::CARGO);
+ mission->AddElement(elem);
+ ntargets++;
+
+ CombatGroup* s2 = FindSquadron(enemy, CombatGroup::INTERCEPT_SQUADRON);
+
+ if (s2) {
+ MissionElement* e2 = CreateFighterPackage(s2, 2, Mission::ESCORT);
+ if (e2) {
+ e2->SetIntelLevel(Intel::KNOWN);
+ e2->SetRegion(rgn);
+ e2->SetLocation(elem->Location() + RandomPoint() * 0.5);
+
+ Instruction* obj = new Instruction(Instruction::ESCORT, elem->Name());
+ if (obj)
+ e2->AddObjective(obj);
+ mission->AddElement(e2);
+ ntargets++;
+ }
+ }
+ }
+ }
+ }
+ break;
+ }
+
+ return ntargets;
+}
+
+// +--------------------------------------------------------------------+
+
+MissionElement*
+CampaignMissionStarship::CreateFighterPackage(CombatGroup* squadron, int count, int role)
+{
+ if (!squadron || squadron->IsReserve())
+ return 0;
+
+ CombatUnit* fighter = squadron->GetUnits().at(0);
+ CombatUnit* carrier = FindCarrier(squadron);
+
+ if (!fighter)
+ return 0;
+
+ int avail = fighter->LiveCount();
+ int actual = count;
+
+ if (avail < actual)
+ actual = avail;
+
+ if (avail < 1) {
+ ::Print("CMS - Insufficient fighters in squadron '%s' - %d required, %d available\n",
+ squadron->Name().data(), count, avail);
+ return 0;
+ }
+
+ MissionElement* elem = new MissionElement;
+
+ if (!elem) {
+ Exit();
+ return 0;
+ }
+
+ elem->SetName(Callsign::GetCallsign(fighter->GetIFF()));
+ elem->SetElementID(pkg_id++);
+
+ if (carrier) {
+ elem->SetCommander(carrier->Name());
+ elem->SetHeading(carrier->GetHeading());
+ }
+ else {
+ elem->SetHeading(fighter->GetHeading());
+ }
+
+ elem->SetDesign(fighter->GetDesign());
+ elem->SetCount(actual);
+ elem->SetIFF(fighter->GetIFF());
+ elem->SetIntelLevel(squadron->IntelLevel());
+ elem->SetRegion(fighter->GetRegion());
+ elem->SetSquadron(fighter->Name());
+ elem->SetMissionRole(role);
+ elem->Loadouts().append(new MissionLoad(-1, "ACM Medium Range"));
+
+ if (carrier)
+ elem->SetLocation(carrier->Location() + RandomPoint() * 0.3);
+ else
+ elem->SetLocation(fighter->Location() + RandomPoint());
+
+ elem->SetCombatGroup(squadron);
+ elem->SetCombatUnit(fighter);
+
+ return elem;
+}
+
+// +--------------------------------------------------------------------+
+
+CombatGroup*
+CampaignMissionStarship::FindSquadron(int iff, int type)
+{
+ if (!player_group) return 0;
+
+ CombatGroup* result = 0;
+ CombatZone* zone = player_group->GetAssignedZone();
+ if (!zone) zone = player_group->GetCurrentZone();
+
+ if (!zone) {
+ ::Print("CMS Warning: no zone for %s\n", player_group->Name().data());
+ return result;
+ }
+
+ ZoneForce* force = zone->FindForce(iff);
+
+ if (force) {
+ List<CombatGroup> groups;
+ ListIter<CombatGroup> group = force->GetGroups();
+ while (++group) {
+ CombatGroup* g = group.value();
+
+ if (g->Type() == type && g->CountUnits() > 0) {
+ result = g;
+ groups.append(g);
+ }
+ }
+
+ if (groups.size() > 1) {
+ int index = (int) Random(0, groups.size());
+ if (index >= groups.size()) index = groups.size() - 1;
+ result = groups[index];
+ }
+ }
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::DefineMissionObjectives()
+{
+ if (!mission || !player) return;
+
+ if (prime_target) mission->SetTarget(prime_target);
+ if (ward) mission->SetWard(ward);
+
+ Text objectives;
+
+ if (player->Objectives().size() > 0) {
+ for (int i = 0; i < player->Objectives().size(); i++) {
+ Instruction* obj = player->Objectives().at(i);
+ objectives += "* ";
+ objectives += obj->GetDescription();
+ objectives += ".\n";
+ }
+ }
+ else {
+ objectives += "* Perform standard fleet operations in the ";
+ objectives += mission->GetRegion();
+ objectives += " sector.\n";
+ }
+
+ mission->SetObjective(objectives);
+}
+
+// +--------------------------------------------------------------------+
+
+MissionInfo*
+CampaignMissionStarship::DescribeMission()
+{
+ if (!mission || !player) return 0;
+
+ char name[256];
+ char player_info[256];
+
+ if (mission_info && mission_info->name.length())
+ sprintf_s(name, "MSN-%03d %s", mission->Identity(), mission_info->name.data());
+ else if (ward)
+ sprintf_s(name, "MSN-%03d %s %s", mission->Identity(), ContentBundle::GetInstance()->GetText(mission->TypeName()).data(), ward->Name().data());
+ else if (prime_target)
+ sprintf_s(name, "MSN-%03d %s %s %s", mission->Identity(), ContentBundle::GetInstance()->GetText(mission->TypeName()).data(),
+ Ship::ClassName(prime_target->GetDesign()->type),
+ prime_target->Name().data());
+ else
+ sprintf_s(name, "MSN-%03d %s", mission->Identity(), ContentBundle::GetInstance()->GetText(mission->TypeName()).data());
+
+ if (player) {
+ strcpy_s(player_info, player->GetCombatGroup()->GetDescription());
+ }
+
+ MissionInfo* info = new MissionInfo;
+
+ if (info) {
+ info->id = mission->Identity();
+ info->mission = mission;
+ info->name = name;
+ info->type = mission->Type();
+ info->player_info = player_info;
+ info->description = mission->Objective();
+ info->start = mission->Start();
+
+ if (mission->GetStarSystem())
+ info->system = mission->GetStarSystem()->Name();
+ info->region = mission->GetRegion();
+ }
+
+ mission->SetName(name);
+
+ return info;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CampaignMissionStarship::Exit()
+{
+ Starshatter* stars = Starshatter::GetInstance();
+ if (stars)
+ stars->SetGameMode(Starshatter::MENU_MODE);
+}