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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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);
    }
}