int CombatGroup::CountUnits() const { int n = 0; CombatGroup* g = (CombatGroup*) this; ListIter<CombatUnit> unit = g->units; while (++unit) n += unit->Count() - unit->DeadCount(); CombatGroup* pThis = ((CombatGroup*) this); pThis->live_comp.clear(); ListIter<CombatGroup> iter = g->components; while (++iter) { CombatGroup* comp = iter.value(); if (!comp->IsReserve()) { int unit_count = comp->CountUnits(); if (unit_count > 0) pThis->live_comp.append(comp); n += unit_count; } } return n; }
CampaignMissionRequest* CampaignPlanMission::PlanRandomStarshipMission() { int type = Mission::PATROL; int r = RandomIndex(); int ownside = player_group->GetIFF(); if (mission_type_index < 0) mission_type_index = r; else if (mission_type_index >= 16) mission_type_index = 0; type = mission_types[mission_type_index++]; if (type == Mission::ESCORT_FREIGHT) { CombatGroup* freight = campaign->FindGroup(ownside, CombatGroup::FREIGHT); if (!freight || freight->CountUnits() < 1) type = Mission::PATROL; } CampaignMissionRequest* request = 0; request = new(__FILE__,__LINE__) CampaignMissionRequest(campaign, type, start, player_group); return request; }
void CampaignPlanStrategic::ExecFrame() { if (campaign && campaign->IsActive()) { if (Campaign::Stardate() - exec_time < 300) return; ListIter<CombatZone> zone = campaign->GetZones(); while (++zone) zone->Clear(); ListIter<Combatant> iter = campaign->GetCombatants(); while (++iter) { Combatant* c = iter.value(); CombatGroup* force = c->GetForce(); force->CalcValue(); PlaceGroup(force); ScoreCombatant(c); ScoreNeeds(c); force->ClearUnlockedZones(); AssignZones(c); ResolveZoneMovement(force); } exec_time = Campaign::Stardate(); } }
void CombatGroup::ClearUnlockedZones() { if (!zone_lock) assigned_zone = 0; ListIter<CombatGroup> iter = components; while (++iter) { CombatGroup* g = iter.value(); g->ClearUnlockedZones(); } }
void CombatGroup::SetAssignedSystem(const char* s) { assigned_system = s; assigned_zone = 0; zone_lock = false; ListIter<CombatGroup> iter = components; while (++iter) { CombatGroup* g = iter.value(); g->SetAssignedSystem(s); } }
void CombatGroup::SetAssignedZone(CombatZone* z) { assigned_zone = z; if (!assigned_zone) zone_lock = false; ListIter<CombatGroup> iter = components; while (++iter) { CombatGroup* g = iter.value(); g->SetAssignedZone(z); } }
CombatGroup* CombatGroup::FindCarrier() { CombatGroup* p = GetParent(); while (p != 0 && p->Type() != CombatGroup::CARRIER_GROUP && p->Type() != CombatGroup::STATION && p->Type() != CombatGroup::STARBASE) p = p->GetParent(); if (p && p->GetUnits().size()) return p; return 0; }
void CombatGroup::SetZoneLock(bool lock) { if (!assigned_zone) zone_lock = false; else zone_lock = lock; if (zone_lock) assigned_system = Text(); ListIter<CombatGroup> iter = components; while (++iter) { CombatGroup* g = iter.value(); g->SetZoneLock(lock); } }
CampaignMissionRequest* CampaignPlanMission::PlanCampaignMission() { CampaignMissionRequest* request = 0; ListIter<CombatAction> iter = campaign->GetActions(); while (++iter && !request) { CombatAction* action = iter.value(); if (action->Type() != CombatAction::MISSION_TEMPLATE) continue; if (action->IsAvailable()) { // only fire each action once every two hours: if (action->ExecTime() > 0 && campaign->GetTime() - action->ExecTime() < 7200) continue; CombatGroup* g = campaign->FindGroup(action->GetIFF(), action->AssetType(), action->AssetId()); if (g && (g == player_group || (player_group->Type() == CombatGroup::WING && player_group->FindGroup(g->Type(), g->GetID())))) { request = new(__FILE__,__LINE__) CampaignMissionRequest(campaign, action->Subtype(), start, g); if (request) { request->SetOpposingType(action->OpposingType()); request->SetScript(action->GetText()); } action->FireAction(); } } } return request; }
CampaignMissionRequest* CampaignPlanMission::PlanStrategicMission() { CampaignMissionRequest* request = 0; if (slot > 1) return request; // build list of assignments: List<CombatAssignment> assignments; assignments.append(player_group->GetAssignments()); if (player_group->Type() == CombatGroup::WING) { ListIter<CombatGroup> iter = player_group->GetComponents(); while (++iter) { CombatGroup* g = iter.value(); assignments.append(g->GetAssignments()); } } // pick next assignment as basis for mission: static int assignment_index = 0; if (assignments.size()) { if (assignment_index >= assignments.size()) assignment_index = 0; CombatAssignment* a = assignments[assignment_index++]; request = new(__FILE__,__LINE__) CampaignMissionRequest(campaign, a->Type(), start, a->GetResource()); if (request) request->SetObjective(a->GetObjective()); } return request; }
CombatGroup* CombatGroup::Clone(bool deep) { CombatGroup* clone = new(__FILE__,__LINE__) CombatGroup(type, id, name, iff, enemy_intel); clone->combatant = combatant; clone->region = region; clone->location = location; clone->value = value; clone->expanded = expanded; for (int i = 0; i < units.size(); i++) { CombatUnit* u = new(__FILE__,__LINE__) CombatUnit(*units[i]); u->SetCombatGroup(clone); clone->units.append(u); } if (deep) { for (int i = 0; i < components.size(); i++) { CombatGroup* g = components[i]->Clone(deep); clone->AddComponent(g); if (g->Type() == FIGHTER_SQUADRON || g->Type() == INTERCEPT_SQUADRON || g->Type() == ATTACK_SQUADRON || g->Type() == LCA_SQUADRON) { if (units.size() > 0) { CombatUnit* carrier = units[0]; for (int u = 0; u < g->GetUnits().size(); u++) { CombatUnit* unit = g->GetUnits()[u]; if (unit->Type() >= Ship::FIGHTER || unit->Type() <= Ship::LCA) { unit->SetCarrier(carrier); unit->SetRegion(carrier->GetRegion()); } } } } } } return clone; }
void FltDlg::OnMissionType(AWEvent* event) { mission_type = -1; for (int i = 0; i < 6; i++) { if (mission_btn[i]) { if (mission_btn[i] == event->window) { mission_btn[i]->SetButtonState(1); mission_type = i; } else { mission_btn[i]->SetButtonState(0); } } } if (objective_list && mission_type > -1) { objective_list->ClearItems(); char txt[32]; Sim* sim = Sim::GetSim(); ListIter<Element> iter = sim->GetElements(); while (++iter) { Element* elem = iter.value(); if (!elem->IsActive() || elem->IsFinished() || elem->IsSquadron()) continue; CombatGroup* group = elem->GetCombatGroup(); int iff = elem->GetIFF(); Ship* s = elem->GetShip(1); double r = 0; bool con = false; if (iff != ship->GetIFF()) { if (elem->IntelLevel() < Intel::LOCATED) continue; if (group && group->IntelLevel() < Intel::LOCATED) continue; } if (s) { Point s_loc = s->Location() + s->GetRegion()->Location(); Point h_loc = ship->Location() + ship->GetRegion()->Location(); r = (s_loc - h_loc).length(); con = ship->FindContact(s) != 0; if (con) { FormatNumber(txt, r); } else { strcpy_s(txt, Game::GetText("FltDlg.Unknown").data()); r = 2e9; } } switch (mission_type) { case 1: // INTERCEPT if (iff && iff != ship->GetIFF() && s && s->IsDropship()) { int item = objective_list->AddItem(elem->Name()) - 1; objective_list->SetItemText(item, 1, s->GetRegion()->Name()); objective_list->SetItemText(item, 2, txt); objective_list->SetItemData(item, 2, (DWORD) r); } break; case 2: // ASSAULT if (iff && iff != ship->GetIFF() && s && (s->IsStarship() || s->IsStatic())) { int item = objective_list->AddItem(elem->Name()) - 1; objective_list->SetItemText(item, 1, s->GetRegion()->Name()); objective_list->SetItemText(item, 2, txt); objective_list->SetItemData(item, 2, (DWORD) r); } break; case 3: // STRIKE if (iff && iff != ship->GetIFF() && s && s->IsGroundUnit()) { int item = objective_list->AddItem(elem->Name()) - 1; objective_list->SetItemText(item, 1, s->GetRegion()->Name()); objective_list->SetItemText(item, 2, txt); objective_list->SetItemData(item, 2, (DWORD) r); } break; case 4: // ESCORT if ((iff == 0 || iff == ship->GetIFF()) && (!s || !s->IsStatic())) { int item = objective_list->AddItem(elem->Name()) - 1; if (s) { objective_list->SetItemText(item, 1, s->GetRegion()->Name()); objective_list->SetItemText(item, 2, txt); objective_list->SetItemData(item, 2, (DWORD) r); } else { objective_list->SetItemText(item, 1, "0"); objective_list->SetItemData(item, 1, 0); } } break; case 5: // SCOUT? break; default: break; } } } if (loadout_list && mission_type > -1) { loadout_list->ClearItems(); if (design) { ListIter<ShipLoad> sl = (List<ShipLoad>&) design->loadouts; while (++sl) { int item = loadout_list->AddItem(sl->name) - 1; char weight[32]; sprintf_s(weight, "%d kg", (int) ((design->mass + sl->mass) * 1000)); loadout_list->SetItemText(item, 1, weight); loadout_list->SetItemData(item, 1, (DWORD) (sl->mass * 1000)); } } } }
void CampaignPlanStrategic::AssignZones(Combatant* c) { // find the list of assignable groups, in priority order: List<CombatGroup> groups; BuildGroupList(c->GetForce(), groups); groups.sort(); // for each group, assign a zone: ListIter<CombatGroup> g_iter = groups; // first pass: fighter and attack squadrons assigned to star bases while (++g_iter) { CombatGroup* g = g_iter.value(); int gtype = g->Type(); if (gtype == CombatGroup::ATTACK_SQUADRON || gtype == CombatGroup::FIGHTER_SQUADRON || gtype == CombatGroup::INTERCEPT_SQUADRON) { CombatGroup* parent = g->GetParent(); if (parent && parent->Type() == CombatGroup::WING) parent = parent->GetParent(); if (!parent || parent->Type() == CombatGroup::CARRIER_GROUP) continue; // these groups are attached to fixed resources, // so they must be assigned to the parent's zone: CombatZone* parent_zone = campaign->GetZone(parent->GetRegion()); if (parent_zone) { ZoneForce* parent_force = parent_zone->FindForce(g->GetIFF()); if (parent_force) { g->SetAssignedZone(parent_zone); parent_force->AddNeed(g->Type(), -(g->Value())); } } } } // second pass: carrier groups g_iter.reset(); while (++g_iter) { CombatGroup* g = g_iter.value(); int gtype = g->Type(); if (gtype == CombatGroup::CARRIER_GROUP) { int current_zone_need = 0; int highest_zone_need = 0; CombatZone* highest_zone = 0; ZoneForce* highest_force = 0; CombatZone* current_zone = 0; ZoneForce* current_force = 0; List<CombatZone> possible_zones; if (g->IsZoneLocked()) { current_zone = g->GetAssignedZone(); current_force = current_zone->FindForce(g->GetIFF()); } else { ListIter<CombatZone> z_iter = campaign->GetZones(); while (++z_iter) { CombatZone* zone = z_iter.value(); ZoneForce* force = zone->FindForce(g->GetIFF()); int need = force->GetNeed(CombatGroup::CARRIER_GROUP) + force->GetNeed(CombatGroup::ATTACK_SQUADRON) + force->GetNeed(CombatGroup::FIGHTER_SQUADRON) + force->GetNeed(CombatGroup::INTERCEPT_SQUADRON); if (g->IsSystemLocked() && zone->System() != g->GetAssignedSystem()) continue; possible_zones.append(zone); if (zone->HasRegion(g->GetRegion())) { current_zone_need = need; current_zone = zone; current_force = force; } if (need > highest_zone_need) { highest_zone_need = need; highest_zone = zone; highest_force = force; } } } CombatZone* assigned_zone = current_zone; ZoneForce* assigned_force = current_force; if (highest_zone_need > current_zone_need) { assigned_zone = highest_zone; assigned_force = highest_force; } // if we couldn't find anything suitable, // just pick a zone at random: if (!assigned_zone) { if (possible_zones.isEmpty()) possible_zones.append(campaign->GetZones()); int nzones = possible_zones.size(); int n = RandomIndex() % nzones; assigned_zone = possible_zones.at(n); assigned_force = assigned_zone->FindForce(g->GetIFF()); } if (assigned_force && assigned_zone) { Text assigned_rgn; if (!campaign->GetZone(g->GetRegion())) { assigned_rgn = *assigned_zone->GetRegions().at(0); g->AssignRegion(assigned_rgn); } g->SetAssignedZone(assigned_zone); assigned_force->AddNeed(g->Type(), -(g->Value())); // also assign the carrier's wing and squadrons to the same zone: ListIter<CombatGroup> squadron = g->GetComponents(); while (++squadron) { squadron->SetAssignedZone(assigned_zone); assigned_force->AddNeed(squadron->Type(), -(squadron->Value())); if (squadron->Type() == CombatGroup::WING) { ListIter<CombatGroup> s = squadron->GetComponents(); while (++s) { s->SetAssignedZone(assigned_zone); assigned_force->AddNeed(s->Type(), -(s->Value())); } } } } } } // third pass: everything else g_iter.reset(); while (++g_iter) { CombatGroup* g = g_iter.value(); int gtype = g->Type(); if (gtype == CombatGroup::BATTLE_GROUP || gtype == CombatGroup::DESTROYER_SQUADRON) { int current_zone_need = 0; int highest_zone_need = 0; CombatZone* highest_zone = 0; ZoneForce* highest_force = 0; CombatZone* current_zone = 0; ZoneForce* current_force = 0; List<CombatZone> possible_zones; if (g->IsZoneLocked()) { current_zone = g->GetAssignedZone(); current_force = current_zone->FindForce(g->GetIFF()); } else { ListIter<CombatZone> z_iter = campaign->GetZones(); while (++z_iter) { CombatZone* zone = z_iter.value(); ZoneForce* force = zone->FindForce(g->GetIFF()); int need = force->GetNeed(g->Type()); if (g->IsSystemLocked() && zone->System() != g->GetAssignedSystem()) continue; possible_zones.append(zone); // battle groups can do double-duty: if (gtype == CombatGroup::BATTLE_GROUP) need += force->GetNeed(CombatGroup::DESTROYER_SQUADRON); if (zone->HasRegion(g->GetRegion())) { current_zone_need = need; current_zone = zone; current_force = force; } if (need > highest_zone_need) { highest_zone_need = need; highest_zone = zone; highest_force = force; } } } if (highest_zone_need > current_zone_need) { g->SetAssignedZone(highest_zone); if (highest_force) highest_force->AddNeed(g->Type(), -(g->Value())); } else { if (!current_zone) { if (possible_zones.isEmpty()) possible_zones.append(campaign->GetZones()); int nzones = possible_zones.size(); int n = RandomIndex() % nzones; current_zone = possible_zones.at(n); current_force = current_zone->FindForce(g->GetIFF()); } g->SetAssignedZone(current_zone); if (current_force) current_force->AddNeed(g->Type(), -(g->Value())); Text assigned_rgn; if (!campaign->GetZone(g->GetRegion())) { assigned_rgn = *current_zone->GetRegions().at(0); g->AssignRegion(assigned_rgn); } } } } }
void MissionEvent::Execute(bool silent) { Starshatter* stars = Starshatter::GetInstance(); HUDView* hud = HUDView::GetInstance(); Sim* sim = Sim::GetSim(); Ship* player = sim->GetPlayerShip(); Ship* ship = 0; Ship* src = 0; Ship* tgt = 0; Element* elem = 0; int pan = 0; bool end_mission = false; if (event_ship.length()) ship = sim->FindShip(event_ship); else ship = player; if (event_source.length()) src = sim->FindShip(event_source); if (event_target.length()) tgt = sim->FindShip(event_target); if (ship) elem = ship->GetElement(); else if (event_ship.length()) { elem = sim->FindElement(event_ship); if (elem) ship = elem->GetShip(1); } // expire the delay, if any remains delay = 0; // fire the event action switch (event) { case MESSAGE: if (event_message.length() > 0) { if (ship) { RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(ship, src, event_param[0]); msg->SetInfo(event_message); msg->SetChannel(ship->GetIFF()); if (tgt) msg->AddTarget(tgt); RadioTraffic::Transmit(msg); } else if (elem) { RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(elem, src, event_param[0]); msg->SetInfo(event_message); msg->SetChannel(elem->GetIFF()); if (tgt) msg->AddTarget(tgt); RadioTraffic::Transmit(msg); } } if (event_sound.length() > 0) { pan = event_param[0]; } break; case OBJECTIVE: if (elem) { if (event_param[0]) { elem->ClearInstructions(); elem->ClearObjectives(); } Instruction* obj = new(__FILE__,__LINE__) Instruction(event_param[0], 0); obj->SetTarget(event_target); elem->AddObjective(obj); if (elem->Contains(player)) { HUDView* hud = HUDView::GetInstance(); if (hud) hud->ShowHUDInst(); } } break; case INSTRUCTION: if (elem) { if (event_param[0]) elem->ClearInstructions(); elem->AddInstruction(event_message); if (elem->Contains(player) && event_message.length() > 0) { HUDView* hud = HUDView::GetInstance(); if (hud) hud->ShowHUDInst(); } } break; case IFF: if (elem) { elem->SetIFF(event_param[0]); } else if (ship) { ship->SetIFF(event_param[0]); } break; case DAMAGE: if (ship) { ship->InflictDamage(event_param[0]); if (ship->Integrity() < 1) { NetUtil::SendObjKill(ship, 0, NetObjKill::KILL_MISC); ship->DeathSpiral(); Print(" %s Killed By Scripted Event %d (%s)\n", (const char*) ship->Name(), id, FormatGameTime()); } } else { Print(" EVENT %d: Could not apply damage to ship '%s' (not found).\n", id, (const char*) event_ship); } break; case JUMP: if (ship) { SimRegion* rgn = sim->FindRegion(event_target); if (rgn && ship->GetRegion() != rgn) { if (rgn->IsOrbital()) { QuantumDrive* quantum_drive = ship->GetQuantumDrive(); if (quantum_drive) { quantum_drive->SetDestination(rgn, Point(0,0,0)); quantum_drive->Engage(true); // request immediate jump } else if (ship->IsAirborne()) { ship->MakeOrbit(); } } else { ship->DropOrbit(); } } } break; case HOLD: if (elem) elem->SetHoldTime(event_param[0]); break; case SKIP: { for (int i = 0; i < event_nparams; i++) { int skip_id = event_param[i]; ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == skip_id) { if (e->status != COMPLETE) e->status = SKIPPED; } } } } break; case END_MISSION: Print(" END MISSION By Scripted Event %d (%s)\n", id, FormatGameTime()); end_mission = true; break; // // NOTE: CUTSCENE EVENTS DO NOT APPLY IN MULTIPLAYER // case BEGIN_SCENE: Print(" ------------------------------------\n"); Print(" Begin Cutscene '%s'\n", event_message.data()); stars->BeginCutscene(); break; case END_SCENE: Print(" End Cutscene '%s'\n", event_message.data()); Print(" ------------------------------------\n"); stars->EndCutscene(); break; case CAMERA: if (stars->InCutscene()) { CameraDirector* cam_dir = CameraDirector::GetInstance(); if (!cam_dir->GetShip()) cam_dir->SetShip(player); switch (event_param[0]) { case 1: if (cam_dir->GetMode() != CameraDirector::MODE_COCKPIT) cam_dir->SetMode(CameraDirector::MODE_COCKPIT, event_rect.x); break; case 2: if (cam_dir->GetMode() != CameraDirector::MODE_CHASE) cam_dir->SetMode(CameraDirector::MODE_CHASE, event_rect.x); break; case 3: if (cam_dir->GetMode() != CameraDirector::MODE_ORBIT) cam_dir->SetMode(CameraDirector::MODE_ORBIT, event_rect.x); break; case 4: if (cam_dir->GetMode() != CameraDirector::MODE_TARGET) cam_dir->SetMode(CameraDirector::MODE_TARGET, event_rect.x); break; } if (event_target.length()) { ::Print("Mission Event %d: setting camera target to %s\n", id, (const char*) event_target); Ship* s_tgt = 0; if (event_target.indexOf("body:") < 0) s_tgt = sim->FindShip(event_target); if (s_tgt) { ::Print(" found ship %s\n", s_tgt->Name()); cam_dir->SetViewOrbital(0); if (cam_dir->GetViewObject() != s_tgt) { if (event_param[0] == 6) { s_tgt->DropCam(event_param[1], event_param[2]); cam_dir->SetShip(s_tgt); cam_dir->SetMode(CameraDirector::MODE_DROP, 0); } else { Ship* cam_ship = cam_dir->GetShip(); if (cam_ship && cam_ship->IsDropCam()) { cam_ship->CompleteTransition(); } if (cam_dir->GetShip() != sim->GetPlayerShip()) cam_dir->SetShip(sim->GetPlayerShip()); cam_dir->SetViewObject(s_tgt, true); // immediate, no transition } } } else { const char* body_name = event_target.data(); if (!strncmp(body_name, "body:", 5)) body_name += 5; Orbital* orb = sim->FindOrbitalBody(body_name); if (orb) { ::Print(" found body %s\n", orb->Name()); cam_dir->SetViewOrbital(orb); } } } if (event_param[0] == 3) { cam_dir->SetOrbitPoint(event_point.x, event_point.y, event_point.z); } else if (event_param[0] == 5) { cam_dir->SetOrbitRates(event_point.x, event_point.y, event_point.z); } } break; case VOLUME: if (stars->InCutscene()) { AudioConfig* audio_cfg = AudioConfig::GetInstance(); audio_cfg->SetEfxVolume(event_param[0]); audio_cfg->SetWrnVolume(event_param[0]); } break; case DISPLAY: if (stars->InCutscene()) { DisplayView* disp_view = DisplayView::GetInstance(); if (disp_view) { Color color; color.Set(event_param[0]); if (event_message.length() && event_source.length()) { if (event_message.contains('$')) { Campaign* campaign = Campaign::GetCampaign(); Player* user = Player::GetCurrentPlayer(); CombatGroup* group = campaign->GetPlayerGroup(); if (user) { event_message = FormatTextReplace(event_message, "$NAME", user->Name().data()); event_message = FormatTextReplace(event_message, "$RANK", Player::RankName(user->Rank())); } if (group) { event_message = FormatTextReplace(event_message, "$GROUP", group->GetDescription()); } if (event_message.contains("$TIME")) { char timestr[32]; FormatDayTime(timestr, campaign->GetTime(), true); event_message = FormatTextReplace(event_message, "$TIME", timestr); } } disp_view->AddText( event_message, FontMgr::Find(event_source), color, event_rect, event_point.y, event_point.x, event_point.z); } else if (event_target.length()) { DataLoader* loader = DataLoader::GetLoader(); if (loader) { loader->SetDataPath(0); loader->LoadBitmap(event_target, image, 0, true); } if (image.Width() && image.Height()) disp_view->AddImage( &image, color, Video::BLEND_ALPHA, event_rect, event_point.y, event_point.x, event_point.z); } } } break; case FIRE_WEAPON: if (ship) { // fire single weapon: if (event_param[0] >= 0) { ship->FireWeapon(event_param[0]); } // fire all weapons: else { ListIter<WeaponGroup> g_iter = ship->Weapons(); while (++g_iter) { ListIter<Weapon> w_iter = g_iter->GetWeapons(); while (++w_iter) { Weapon* w = w_iter.value(); w->Fire(); } } } } break; default: break; } sim->ProcessEventTrigger(TRIGGER_EVENT, id); if (!silent && !sound && event_sound.length()) { DataLoader* loader = DataLoader::GetLoader(); bool use_fs = loader->IsFileSystemEnabled(); DWORD flags = pan ? Sound::LOCKED|Sound::LOCALIZED : Sound::LOCKED|Sound::AMBIENT; loader->UseFileSystem(true); loader->SetDataPath("Sounds/"); loader->LoadSound(event_sound, sound, flags); loader->SetDataPath(0); if (!sound) { loader->SetDataPath("Mods/Sounds/"); loader->LoadSound(event_sound, sound, flags); loader->SetDataPath(0); } if (!sound) { loader->LoadSound(event_sound, sound, flags); } loader->UseFileSystem(use_fs); // fire and forget: if (sound) { if (sound->GetFlags() & Sound::STREAMED) { sound->SetFlags(flags | sound->GetFlags()); sound->SetVolume(AudioConfig::VoxVolume()); sound->Play(); } else { sound->SetFlags(flags); sound->SetVolume(AudioConfig::VoxVolume()); sound->SetPan(pan); sound->SetFilename(event_sound); sound->AddToSoundCard(); sound->Play(); } } } status = COMPLETE; if (end_mission) { StarServer* server = StarServer::GetInstance(); if (stars) { stars->EndMission(); } else if (server) { // end mission event uses event_target member // to forward server to next mission in the chain: if (event_target.length()) server->SetNextMission(event_target); server->SetGameMode(StarServer::MENU_MODE); } } }
CampaignMissionRequest* CampaignPlanMission::PlanRandomFighterMission() { CampaignMissionRequest* request = 0; int type = fighter_mission_types[fighter_mission_index++]; int ownside = player_group->GetIFF(); CombatGroup* primary = player_group; CombatGroup* obj = 0; if (fighter_mission_index > 15) fighter_mission_index = 0; if (type == Mission::ESCORT_FREIGHT) { CombatGroup* freight = campaign->FindGroup(ownside, CombatGroup::FREIGHT); if (!freight || freight->CalcValue() < 1) type = Mission::PATROL; else obj = freight; } else if (type == Mission::ESCORT_SHUTTLE) { CombatGroup* shuttle = campaign->FindGroup(ownside, CombatGroup::LCA_SQUADRON); if (!shuttle || shuttle->CalcValue() < 1) type = Mission::PATROL; else obj = shuttle; } else if (primary->Type() == CombatGroup::WING) { if (RandomChance()) primary = primary->FindGroup(CombatGroup::INTERCEPT_SQUADRON); else primary = primary->FindGroup(CombatGroup::FIGHTER_SQUADRON); } if (type >= Mission::AIR_PATROL && type <= Mission::AIR_INTERCEPT) { CombatZone* zone = 0; bool airborne = false; if (primary) zone = primary->GetAssignedZone(); if (zone && zone->GetRegions().size() > 1) { Text air_region = *zone->GetRegions().at(1); StarSystem* system = campaign->GetSystem(zone->System()); if (system) { OrbitalRegion* rgn = system->FindRegion(air_region); if (rgn && rgn->Type() == Orbital::TERRAIN) airborne = true; } } if (!airborne) { if (type == Mission::AIR_INTERCEPT) type = Mission::INTERCEPT; else if (type == Mission::AIR_SWEEP) type = Mission::SWEEP; else type = Mission::PATROL; } } request = new(__FILE__,__LINE__) CampaignMissionRequest(campaign, type, start, primary); if (request) request->SetObjective(obj); return request; }
bool CombatAction::IsAvailable() const { CombatAction* pThis = (CombatAction*) this; if (rval < 0) { pThis->rval = (int) Random(0, 100); if (rval > probability) pThis->status = SKIPPED; } if (status != PENDING) return false; if (min_rank > 0 || max_rank < 100) { Player* player = Player::GetCurrentPlayer(); if (player->Rank() < min_rank || player->Rank() > max_rank) return false; } Campaign* campaign = Campaign::GetCampaign(); if (campaign) { if (campaign->GetTime() < start_after) { return false; } if (campaign->GetTime() > start_before) { pThis->status = FAILED; // too late! return false; } // check requirements against actions in current campaign: ListIter<CombatActionReq> iter = pThis->requirements; while (++iter) { CombatActionReq* r = iter.value(); bool ok = false; if (r->action > 0) { ListIter<CombatAction> action = campaign->GetActions(); while (++action) { CombatAction* a = action.value(); if (a->Identity() == r->action) { if (r->not) { if (a->Status() == r->stat) return false; } else { if (a->Status() != r->stat) return false; } } } } // group-based requirement else if (r->group_type > 0) { if (r->c1) { CombatGroup* group = r->c1->FindGroup(r->group_type, r->group_id); if (group) { int test = 0; int comp = 0; if (r->intel) { test = group->IntelLevel(); comp = r->intel; } else { test = group->CalcValue(); comp = r->score; } switch (r->comp) { case CombatActionReq::LT: ok = (test < comp); break; case CombatActionReq::LE: ok = (test <= comp); break; case CombatActionReq::GT: ok = (test > comp); break; case CombatActionReq::GE: ok = (test >= comp); break; case CombatActionReq::EQ: ok = (test == comp); break; } } if (!ok) return false; } } // score-based requirement else { int test = 0; if (r->comp <= CombatActionReq::EQ) { // absolute if (r->c1) { int test = r->c1->Score(); switch (r->comp) { case CombatActionReq::LT: ok = (test < r->score); break; case CombatActionReq::LE: ok = (test <= r->score); break; case CombatActionReq::GT: ok = (test > r->score); break; case CombatActionReq::GE: ok = (test >= r->score); break; case CombatActionReq::EQ: ok = (test == r->score); break; } } } else { // relative if (r->c1 && r->c2) { int test = r->c1->Score() - r->c2->Score(); switch (r->comp) { case CombatActionReq::RLT: ok = (test < r->score); break; case CombatActionReq::RLE: ok = (test <= r->score); break; case CombatActionReq::RGT: ok = (test > r->score); break; case CombatActionReq::RGE: ok = (test >= r->score); break; case CombatActionReq::REQ: ok = (test == r->score); break; } } } if (!ok) return false; } if (delay > 0) { pThis->start_after = (int) campaign->GetTime() + delay; pThis->delay = 0; return IsAvailable(); } } } return true; }
CombatGroup* CombatGroup::LoadOrderOfBattle(const char* filename, int team, Combatant* combatant) { CombatGroup* force = 0; DataLoader* loader = DataLoader::GetLoader(); BYTE* block; loader->LoadBuffer(filename, block, true); Parser parser(new(__FILE__,__LINE__) BlockReader((const char*) block)); Term* term = parser.ParseTerm(); if (!term) { Print("ERROR: could not parse order of battle '%s'\n", filename); return 0; } else { TermText* file_type = term->isText(); if (!file_type || file_type->value() != "ORDER_OF_BATTLE") { Print("ERROR: invalid Order of Battle file '%s'\n", filename); term->print(10); return 0; } } do { delete term; term = 0; term = parser.ParseTerm(); if (term) { TermDef* def = term->isDef(); if (def) { if (def->name()->value() == "group") { if (!def->term() || !def->term()->isStruct()) { Print("WARNING: group struct missing in '%s'\n", filename); } else { TermStruct* val = def->term()->isStruct(); char name[256]; char type[64]; char intel[64]; char region[64]; char system[64]; char parent_type[64]; int parent_id = 0; int id = 0; int iff = -1; Vec3 loc = Vec3(1.0e9f,0.0f,0.0f); List<CombatUnit> unit_list; char unit_name[64]; char unit_regnum[16]; char unit_design[64]; char unit_skin[64]; int unit_class = 0; int unit_count = 1; int unit_dead = 0; int unit_damage = 0; int unit_heading= 0; int unit_index = 0; *name = 0; *type = 0; *intel = 0; *region = 0; *system = 0; *parent_type = 0; *unit_name = 0; *unit_regnum = 0; *unit_design = 0; *unit_skin = 0; strcpy_s(intel, "KNOWN"); // all groups in this OOB default to the IFF of the main force if (force) iff = force->GetIFF(); for (int i = 0; i < val->elements()->size(); i++) { TermDef* pdef = val->elements()->at(i)->isDef(); if (pdef && (iff < 0 || team < 0 || iff == team)) { GET_DEF_TEXT(name); else GET_DEF_TEXT(type); else GET_DEF_TEXT(intel); else GET_DEF_TEXT(region); else GET_DEF_TEXT(system); else GET_DEF_VEC(loc); else GET_DEF_TEXT(parent_type); else GET_DEF_NUM(parent_id);
void CampaignPlanMovement::MoveUnit(CombatUnit* u) { if (u) { // starship repair: double damage = u->GetSustainedDamage(); if (damage > 0 && u->GetDesign()) { int percent = (int) (100 * damage / u->GetDesign()->integrity); if (percent > 50) { u->SetSustainedDamage(0.90 * damage); } } Point loc = u->Location(); Point dir = loc; double dist = dir.Normalize(); const double MAX_RAD = 320e3; const double MIN_DIST = 150e3; if (dist < MAX_RAD) { double scale = 1 - dist/MAX_RAD; loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3; if (fabs(loc.z) > 20e3) loc.z *= 0.1; u->MoveTo(loc); CombatGroup* g = u->GetCombatGroup(); if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) { g->MoveTo(loc); if (g->IntelLevel() > Intel::KNOWN) g->SetIntelLevel(Intel::KNOWN); } } else if (dist > 1.25 * MAX_RAD) { double scale = 1 - dist/MAX_RAD; loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3; if (fabs(loc.z) > 20e3) loc.z *= 0.1; u->MoveTo(loc); CombatGroup* g = u->GetCombatGroup(); if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) { g->MoveTo(loc); if (g->IntelLevel() > Intel::KNOWN) g->SetIntelLevel(Intel::KNOWN); } } else { loc += RandomDirection() * 30e3; if (fabs(loc.z) > 20e3) loc.z *= 0.1; u->MoveTo(loc); CombatGroup* g = u->GetCombatGroup(); if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) { g->MoveTo(loc); if (g->IntelLevel() > Intel::KNOWN) g->SetIntelLevel(Intel::KNOWN); } } CombatUnit* closest_unit = 0; double closest_dist = 1e6; ListIter<CombatUnit> iter = all_units; while (++iter) { CombatUnit* unit = iter.value(); if (unit->GetCombatGroup() != u->GetCombatGroup() && unit->GetRegion() == u->GetRegion() && !unit->IsDropship()) { Point delta = loc - unit->Location(); dist = delta.Normalize(); if (dist < closest_dist) { closest_unit = unit; closest_dist = dist; } } } if (closest_unit && closest_dist < MIN_DIST) { Point delta = loc - closest_unit->Location(); dist = delta.Normalize(); loc += delta * 1.1 * (MIN_DIST - closest_dist); if (fabs(loc.z) > 20e3) loc.z *= 0.1; u->MoveTo(loc); CombatGroup* g = u->GetCombatGroup(); if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) { g->MoveTo(loc); if (g->IntelLevel() > Intel::KNOWN) g->SetIntelLevel(Intel::KNOWN); } } } }