From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/CampaignMissionStarship.cpp | 1405 +++++++++++++++++++++++++++++++++++ 1 file changed, 1405 insertions(+) create mode 100644 Stars45/CampaignMissionStarship.cpp (limited to 'Stars45/CampaignMissionStarship.cpp') diff --git a/Stars45/CampaignMissionStarship.cpp b/Stars45/CampaignMissionStarship.cpp new file mode 100644 index 0000000..f0c935f --- /dev/null +++ b/Stars45/CampaignMissionStarship.cpp @@ -0,0 +1,1405 @@ +/* Project Starshatter 4.5 + Destroyer Studios LLC + Copyright © 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() : "(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(fname, "msn%03d.def", info->id); + FILE* f = fopen(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(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 z = campaign->GetZones(); + while (++z) { + ListIter iter = z->GetForces(); + while (++iter) { + ZoneForce* force = iter.value(); + ListIter 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 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& 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 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& 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 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::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 (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 (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 groups; + ListIter 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(name, "MSN-%03d %s", mission->Identity(), mission_info->name.data()); + + else if (ward) + sprintf(name, "MSN-%03d %s %s", mission->Identity(), Game::GetText(mission->TypeName()).data(), ward->Name().data()); + + else if (prime_target) + sprintf(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(name, "MSN-%03d %s", mission->Identity(), Game::GetText(mission->TypeName()).data()); + + if (player) { + strcpy(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); +} -- cgit v1.1