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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         RadioMessage.cpp
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	Radio communication message class implementation
*/

#include "MemDebug.h"
#include "RadioMessage.h"
#include "Ship.h"
#include "Text.h"

// +----------------------------------------------------------------------+

RadioMessage::RadioMessage(Ship*    dst, const Ship* s, int a)
: dst_ship(dst), dst_elem(0), sender(s), action(a), channel(0)
{
	if (s)
	channel = s->GetIFF();
}

RadioMessage::RadioMessage(Element* dst, const Ship* s, int a)
: dst_ship(0), dst_elem(dst), sender(s), action(a), channel(0)
{
	if (s)
	channel = s->GetIFF();
}

RadioMessage::RadioMessage(const RadioMessage& rm)
: dst_ship(rm.dst_ship), dst_elem(rm.dst_elem),
sender(rm.sender), action(rm.action), channel(rm.channel),
info(rm.info), location(rm.location)
{
	if (rm.target_list.size() > 0) {
		for (int i = 0; i < rm.target_list.size(); i++) {
			SimObject* obj = rm.target_list.at(i);
			target_list.append(obj);
		}
	}
}

RadioMessage::~RadioMessage()
{ }

// +----------------------------------------------------------------------+

const char*
RadioMessage::ActionName(int a)
{
	if (a == ACK) {
		int coin = rand();
		if (coin < 10000)       return "Acknowledged";
		if (coin < 17000)       return "Roger that";
		if (coin < 20000)       return "Understood";
		if (coin < 22000)       return "Copy that";
		return "Affirmative";
	}

	if (a == DISTRESS) {
		int coin = rand();
		if (coin < 15000)       return "Mayday! Mayday!";
		if (coin < 18000)       return "She's breaking up!";
		if (coin < 21000)       return "Checking out!";
		return "We're going down!";
	}

	if (a == WARN_ACCIDENT) {
		int coin = rand();
		if (coin < 15000)       return "Check your fire!";
		if (coin < 18000)       return "Watch it!";
		if (coin < 21000)       return "Hey! We're on your side!";
		return "Confirm your targets!";
	}

	if (a == WARN_TARGETED) {
		int coin = rand();
		if (coin < 15000)       return "Break off immediately!";
		if (coin < 20000)       return "Buddy spike!";
		return "Abort! Abort!";
	}

	switch (a) {
	case NONE:                 return "";

	case NACK:                 return "Negative, Unable";

	case ATTACK:               return "Engage";
	case ESCORT:               return "Escort";
	case BRACKET:              return "Bracket";
	case IDENTIFY:             return "Identify";

	case COVER_ME:             return "Cover Me";
	case MOVE_PATROL:          return "Vector";
	case SKIP_NAVPOINT:        return "Skip Navpoint";
	case RESUME_MISSION:       return "Resume Mission";
	case RTB:                  return "Return to Base";
	case DOCK_WITH:            return "Dock With";
	case QUANTUM_TO:           return "Jump to";
	case FARCAST_TO:           return "Farcast to";

	case GO_DIAMOND:           return "Goto Diamond Formation";
	case GO_SPREAD:            return "Goto Spread Formation";
	case GO_BOX:               return "Goto Box Formation";
	case GO_TRAIL:             return "Goto Trail Formation";

	case WEP_FREE:             return "Break and Attack";
	case WEP_HOLD:             return "Hold All Weapons";
	case FORM_UP:              return "Return to Formation";
	case SAY_POSITION:         return "Say Your Position";

	case LAUNCH_PROBE:         return "Launch Probe";
	case GO_EMCON1:            return "Goto EMCON 1";
	case GO_EMCON2:            return "Goto EMCON 2";
	case GO_EMCON3:            return "Goto EMCON 3";

	case REQUEST_PICTURE:      return "Request Picture";
	case REQUEST_SUPPORT:      return "Request Support";
	case PICTURE:              return "Picture is clear";

	case CALL_INBOUND:         return "Calling Inbound";
	case CALL_APPROACH:        return "Roger your approach";
	case CALL_CLEARANCE:       return "You have clearance";
	case CALL_FINALS:          return "On final approach";
	case CALL_WAVE_OFF:        return "Wave off - Runway is closed";

	case DECLARE_ROGUE:        return "Prepare to be destroyed!";

	case CALL_ENGAGING:        return "Engaging";
	case FOX_1:                return "Fox One!";
	case FOX_2:                return "Fox Two!";
	case FOX_3:                return "Fox Three!";
	case SPLASH_1:             return "Splash One!";
	case SPLASH_2:             return "Splash Two!";
	case SPLASH_3:             return "Splash Three!";
	case SPLASH_4:             return "Splash Four!";
	case SPLASH_5:             return "Target Destroyed!";
	case SPLASH_6:             return "Enemy Destroyed!";
	case SPLASH_7:             return "Confirmed Kill!";
	case BREAK_ORBIT:          return "Breaking Orbit";
	case MAKE_ORBIT:           return "Heading for Orbit";
	case QUANTUM_JUMP:         return "Going Quantum";

	default:                   return "Unknown";
	}
}

// +----------------------------------------------------------------------+

void
RadioMessage::AddTarget(SimObject* obj)
{
	if (obj && !target_list.contains(obj)) {
		target_list.append(obj);
	}
}