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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
    ========
    A significant (newsworthy) event in the dynamic campaign.
*/

#include "CombatEvent.h"
#include "CombatGroup.h"
#include "Campaign.h"
#include "Player.h"
#include "ShipDesign.h"
#include "Ship.h"

#include "Term.h"
#include "ParseUtil.h"
#include "FormatUtil.h"
#include "DataLoader.h"

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

CombatEvent::CombatEvent(Campaign* c, int typ, int tim, int tem,
int src, const char* rgn)
: campaign(c), type(typ), time(tim), team(tem), source(src),
region(rgn), points(0), visited(false)
{ }

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

const char*
CombatEvent::SourceName() const
{
    return SourceName(source);
}

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

const char*
CombatEvent::TypeName() const
{
    return TypeName(type);
}

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

const char*
CombatEvent::SourceName(int n)
{
    switch (n) {
    case FORCOM:      return "FORCOM";
    case TACNET:      return "TACNET";
    case INTEL:       return "SECURE";
    case MAIL:        return "Mail";
    case NEWS:        return "News";
    }

    return "Unknown";
}

int
CombatEvent::SourceFromName(const char* n)
{
    for (int i = FORCOM; i <= NEWS; i++)
    if (!_stricmp(n, SourceName(i)))
    return i;

    return -1;
}

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

const char*
CombatEvent::TypeName(int n)
{
    switch (n) {
    case ATTACK:            return "ATTACK";
    case DEFEND:            return "DEFEND";
    case MOVE_TO:           return "MOVE_TO";
    case CAPTURE:           return "CAPTURE";
    case STRATEGY:          return "STRATEGY";
    case STORY:             return "STORY";
    case CAMPAIGN_START:    return "CAMPAIGN_START";
    case CAMPAIGN_END:      return "CAMPAIGN_END";
    case CAMPAIGN_FAIL:     return "CAMPAIGN_FAIL";
    }

    return "Unknown";
}

int
CombatEvent::TypeFromName(const char* n)
{
    for (int i = ATTACK; i <= CAMPAIGN_FAIL; i++)
    if (!_stricmp(n, TypeName(i)))
    return i;

    return -1;
}

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

void
CombatEvent::Load()
{
    DataLoader* loader   = DataLoader::GetLoader();

    if (!campaign || !loader)
    return;

    loader->SetDataPath(campaign->Path());

    if (file.length() > 0) {
        const char* filename = file.data();
        BYTE*       block    = 0;

        loader->LoadBuffer(filename, block, true);
        info = (const char*) block;
        loader->ReleaseBuffer(block);

        if (info.contains('$')) {
            Player*        player = Player::GetCurrentPlayer();
            CombatGroup*   group  = campaign->GetPlayerGroup();

            if (player) {
                info = FormatTextReplace(info, "$NAME",  player->Name().data());
                info = FormatTextReplace(info, "$RANK",  Player::RankName(player->Rank()));
            }

            if (group) {
                info = FormatTextReplace(info, "$GROUP", group->GetDescription());
            }

            char timestr[32];
            FormatDayTime(timestr, campaign->GetTime(), true);
            info = FormatTextReplace(info, "$TIME", timestr);
        }
    }

    if (type < CAMPAIGN_END && image_file.length() > 0) {
        loader->LoadBitmap(image_file, image);
    }

    loader->SetDataPath(0);
}