r = new Report();
r = new Report(1210);
    private void writeInitiativeReport(boolean abbreviatedReport) {        // write to report        Report r;        boolean deployment = false;        if (!abbreviatedReport) {            r = new Report();            r.type = Report.PUBLIC;            if ((game.getLastPhase() == IGame.PHASE_DEPLOYMENT) || game.isDeploymentComplete() || !game.shouldDeployThisRound()) {                r.messageId = 1000;                r.add(game.getRoundCount());            } else {                deployment = true;                if ( game.getRoundCount() == 0 ) {                    r.messageId = 1005;                } else {                    r.messageId = 1010;                    r.add(game.getRoundCount());                }            }            vPhaseReport.addElement(r);            //write seperator            vPhaseReport.addElement(new Report(1200, Report.PUBLIC));        } else {            vPhaseReport.addElement(new Report(1210, Report.PUBLIC)); //newline        }        for (Enumeration i = game.getTeams(); i.hasMoreElements();) {            final Team team = (Team)i.nextElement();            // If there is only one player, list them as the 'team', and            // use the team iniative            if (team.getSize() == 1) {                final Player player = (Player)team.getPlayers().nextElement();                r = new Report(1015, Report.PUBLIC);                r.add(player.getName());                r.add(team.getInitiative().toString());                vPhaseReport.addElement(r);            } else {                // Multiple players.  List the team, then break it down.                r = new Report(1015, Report.PUBLIC);                r.add(Player.teamNames[team.getId()]);                r.add(team.getInitiative().toString());                vPhaseReport.addElement(r);                for( Enumeration j = team.getPlayers(); j.hasMoreElements();) {                    final Player player = (Player)j.nextElement();                    r = new Report(1015, Report.PUBLIC);                    r.indent();                    r.add(player.getName());                    r.add(player.getInitiative().toString());                    vPhaseReport.addElement(r);                }            }        }        // The turn order is different in movement phase        // if a player has any "even" moving units.        r = new Report(1020, Report.PUBLIC);        boolean firstTurn = true;        boolean hasEven = false;        for (Enumeration i = game.getTurns(); i.hasMoreElements();) {            GameTurn turn = (GameTurn)i.nextElement();            Player player = getPlayer( turn.getPlayerNum() );            if ( null != player ) {                r.add(player.getName());                firstTurn = false;                if (player.getEvenTurns() > 0)                    hasEven = true;            }        }        r.newlines = 2;        vPhaseReport.addElement(r);        if (hasEven) {            r = new Report(1021, Report.PUBLIC);            if (game.getOptions().booleanOption("inf_deploy_even")                || game.getOptions().booleanOption("protos_deploy_even"))                r.choose(true);            else r.choose(false);            r.indent();            r.newlines = 2;            vPhaseReport.addElement(r);        }        if (!abbreviatedReport) {            //Wind direction and strength            r = new Report(1025, Report.PUBLIC);            r.add(game.getStringWindDirection());            if (game.getWindStrength() != -1) {                Report r2 = new Report(1030, Report.PUBLIC);                r2.add(game.getStringWindStrength());                r.newlines = 0;                vPhaseReport.addElement(r);                vPhaseReport.addElement(r2);            } else {                vPhaseReport.addElement(r);            }            if (deployment)                Report.addNewline(vPhaseReport);        }    }