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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::DEFSAT) 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; }