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/CampaignSituationReport.cpp | 416 ++++++++++++++++++++++++++++++++++++ 1 file changed, 416 insertions(+) create mode 100644 Stars45/CampaignSituationReport.cpp (limited to 'Stars45/CampaignSituationReport.cpp') diff --git a/Stars45/CampaignSituationReport.cpp b/Stars45/CampaignSituationReport.cpp new file mode 100644 index 0000000..8f53cc0 --- /dev/null +++ b/Stars45/CampaignSituationReport.cpp @@ -0,0 +1,416 @@ +/* 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 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 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