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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Radio communication message class implementation
*/
#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);
}
}
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