From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/CampaignSituationReport.cpp | 672 ++++++++++++++++++------------------ 1 file changed, 336 insertions(+), 336 deletions(-) (limited to 'Stars45/CampaignSituationReport.cpp') diff --git a/Stars45/CampaignSituationReport.cpp b/Stars45/CampaignSituationReport.cpp index 8f53cc0..2c85a70 100644 --- a/Stars45/CampaignSituationReport.cpp +++ b/Stars45/CampaignSituationReport.cpp @@ -1,17 +1,17 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: CampaignSituationReport.cpp - AUTHOR: John DiCamillo + 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. + OVERVIEW + ======== + CampaignSituationReport generates the situation report + portion of the briefing for a dynamically generated + mission in a dynamic campaign. */ #include "MemDebug.h" @@ -34,7 +34,7 @@ // +--------------------------------------------------------------------+ CampaignSituationReport::CampaignSituationReport(Campaign* c, Mission* m) - : campaign(c), mission(m) +: campaign(c), mission(m) {} CampaignSituationReport::~CampaignSituationReport() {} @@ -44,15 +44,15 @@ CampaignSituationReport::~CampaignSituationReport() {} void CampaignSituationReport::GenerateSituationReport() { - if (!campaign || !mission) - return; + if (!campaign || !mission) + return; - sitrep = Text(); + sitrep = Text(); - GlobalSituation(); - MissionSituation(); + GlobalSituation(); + MissionSituation(); - mission->SetSituation(sitrep); + mission->SetSituation(sitrep); } // +--------------------------------------------------------------------+ @@ -62,36 +62,36 @@ 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 "); + 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(); + 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]; + 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 += ". "; + sitrep += ". "; - Text strat_dir; + Text strat_dir; - CombatGroup* pg = campaign->GetPlayerGroup(); + CombatGroup* pg = campaign->GetPlayerGroup(); - if (pg) - strat_dir = pg->GetStrategicDirection(); + 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."; + 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."; } // +--------------------------------------------------------------------+ @@ -99,214 +99,214 @@ CampaignSituationReport::GlobalSituation() 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; - } + 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; + } } // +--------------------------------------------------------------------+ @@ -314,17 +314,17 @@ CampaignSituationReport::MissionSituation() MissionElement* CampaignSituationReport::FindEscort(MissionElement* player) { - MissionElement* escort = 0; + MissionElement* escort = 0; - if (!mission || !player) return escort; + if (!mission || !player) return escort; - ListIter iter = mission->GetElements(); - while (++iter) { - MissionElement* elem = iter.value(); + ListIter iter = mission->GetElements(); + while (++iter) { + MissionElement* elem = iter.value(); - } + } - return escort; + return escort; } // +--------------------------------------------------------------------+ @@ -332,85 +332,85 @@ CampaignSituationReport::FindEscort(MissionElement* player) 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 nav = player->NavList(); - while (++nav) { - if (rgn0 != nav->RegionName()) - rgn1 = nav->RegionName(); - } - - ListIter 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::SWACS) - 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; + 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 nav = player->NavList(); + while (++nav) { + if (rgn0 != nav->RegionName()) + rgn1 = nav->RegionName(); + } + + ListIter 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::SWACS) + 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; } -- cgit v1.1