/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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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().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(__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_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(__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::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(__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 (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::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 (int 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_s(name, "MSN-%03d %s", mission->Identity(), mission_info->name.data()); else if (ward) sprintf_s(name, "MSN-%03d %s %s", mission->Identity(), Game::GetText(mission->TypeName()).data(), ward->Name().data()); else if (prime_target) sprintf_s(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_s(name, "MSN-%03d %s", mission->Identity(), Game::GetText(mission->TypeName()).data()); if (player) { strcpy_s(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); }