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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/CampaignMissionFighter.h
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/CampaignMissionFighter.h')
-rw-r--r--Stars45/CampaignMissionFighter.h266
1 files changed, 145 insertions, 121 deletions
diff --git a/Stars45/CampaignMissionFighter.h b/Stars45/CampaignMissionFighter.h
index a9db96c..84b1906 100644
--- a/Stars45/CampaignMissionFighter.h
+++ b/Stars45/CampaignMissionFighter.h
@@ -1,121 +1,145 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CampaignMissionFighter.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- CampaignMissionFighter generates missions and mission
- info for the player's FIGHTER SQUADRON as part of a
- dynamic campaign.
-*/
-
-#ifndef CampaignMissionFighter_h
-#define CampaignMissionFighter_h
-
-#include "Types.h"
-#include "Geometry.h"
-#include "List.h"
-#include "Text.h"
-
-// +--------------------------------------------------------------------+
-
-class Campaign;
-class CampaignMissionRequest;
-class CombatGroup;
-class CombatUnit;
-class CombatZone;
-class Mission;
-class MissionElement;
-class MissionInfo;
-class MissionTemplate;
-
-// +--------------------------------------------------------------------+
-
-class CampaignMissionFighter
-{
-public:
- static const char* TYPENAME() { return "CampaignMissionFighter"; }
-
- CampaignMissionFighter(Campaign* c);
- virtual ~CampaignMissionFighter();
-
- virtual void CreateMission(CampaignMissionRequest* request);
-
-protected:
- virtual Mission* GenerateMission(int id);
- virtual void SelectType();
- virtual void SelectRegion();
- virtual void GenerateStandardElements();
- virtual void GenerateMissionElements();
- virtual void CreateElements(CombatGroup* g);
- virtual void CreateSquadron(CombatGroup* g);
- virtual void CreatePlayer(CombatGroup* g);
-
- virtual void CreatePatrols();
- virtual void CreateWards();
- virtual void CreateWardFreight();
- virtual void CreateWardShuttle();
- virtual void CreateWardStrike();
-
- virtual void CreateEscorts();
-
- virtual void CreateTargets();
- virtual void CreateTargetsPatrol();
- virtual void CreateTargetsSweep();
- virtual void CreateTargetsIntercept();
- virtual void CreateTargetsFreightEscort();
- virtual void CreateTargetsShuttleEscort();
- virtual void CreateTargetsStrikeEscort();
- virtual void CreateTargetsStrike();
- virtual void CreateTargetsAssault();
- virtual int CreateRandomTarget(const char* rgn, Point base_loc);
-
- virtual bool IsGroundObjective(CombatGroup* obj);
-
- virtual void PlanetaryInsertion(MissionElement* elem);
- virtual void OrbitalInsertion(MissionElement* elem);
-
- virtual MissionElement*
- CreateSingleElement(CombatGroup* g,
- CombatUnit* u);
- virtual MissionElement*
- CreateFighterPackage(CombatGroup* squadron,
- int count,
- int role);
-
- virtual CombatGroup* FindSquadron(int iff, int type);
- virtual CombatUnit* FindCarrier(CombatGroup* g);
-
- virtual void DefineMissionObjectives();
- virtual MissionInfo* DescribeMission();
- virtual void Exit();
-
- Campaign* campaign;
- CampaignMissionRequest* request;
- MissionInfo* mission_info;
-
- CombatGroup* squadron;
- CombatGroup* strike_group;
- CombatGroup* strike_target;
- Mission* mission;
- MissionElement* player_elem;
- MissionElement* carrier_elem;
- MissionElement* ward;
- MissionElement* prime_target;
- MissionElement* escort;
- Text air_region;
- Text orb_region;
- bool airborne;
- bool airbase;
- int ownside;
- int enemy;
- int mission_type;
-};
-
-#endif CampaignMissionFighter_h
-
+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: CampaignMissionFighter.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ CampaignMissionFighter generates missions and mission
+ info for the player's FIGHTER SQUADRON as part of a
+ dynamic campaign.
+*/
+
+#ifndef CampaignMissionFighter_h
+#define CampaignMissionFighter_h
+
+#include "Types.h"
+#include "Geometry.h"
+#include "List.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Campaign;
+class CampaignMissionRequest;
+class CombatGroup;
+class CombatUnit;
+class CombatZone;
+class Mission;
+class MissionElement;
+class MissionInfo;
+class MissionTemplate;
+
+// +--------------------------------------------------------------------+
+
+class CampaignMissionFighter
+{
+public:
+ static const char* TYPENAME() { return "CampaignMissionFighter"; }
+
+ CampaignMissionFighter(Campaign* c);
+ virtual ~CampaignMissionFighter();
+
+ virtual void CreateMission(CampaignMissionRequest* request);
+
+protected:
+ virtual Mission* GenerateMission(int id);
+ virtual void SelectType();
+ virtual void SelectRegion();
+ virtual void GenerateStandardElements();
+ virtual void GenerateMissionElements();
+ virtual void CreateElements(CombatGroup* g);
+ virtual void CreateSquadron(CombatGroup* g);
+ virtual void CreatePlayer(CombatGroup* g);
+
+ virtual void CreatePatrols();
+ virtual void CreateWards();
+ virtual void CreateWardFreight();
+ virtual void CreateWardShuttle();
+ virtual void CreateWardStrike();
+
+ virtual void CreateEscorts();
+
+ virtual void CreateTargets();
+ virtual void CreateTargetsPatrol();
+ virtual void CreateTargetsSweep();
+ virtual void CreateTargetsIntercept();
+ virtual void CreateTargetsFreightEscort();
+ virtual void CreateTargetsShuttleEscort();
+ virtual void CreateTargetsStrikeEscort();
+ virtual void CreateTargetsStrike();
+ virtual void CreateTargetsAssault();
+ virtual int CreateRandomTarget(const char* rgn, Point base_loc);
+
+ virtual bool IsGroundObjective(CombatGroup* obj);
+
+ virtual void PlanetaryInsertion(MissionElement* elem);
+ virtual void OrbitalInsertion(MissionElement* elem);
+
+ virtual MissionElement*
+ CreateSingleElement(CombatGroup* g,
+ CombatUnit* u);
+ virtual MissionElement*
+ CreateFighterPackage(CombatGroup* squadron,
+ int count,
+ int role);
+
+ virtual CombatGroup* FindSquadron(int iff, int type);
+ virtual CombatUnit* FindCarrier(CombatGroup* g);
+
+ virtual void DefineMissionObjectives();
+ virtual MissionInfo* DescribeMission();
+ virtual void Exit();
+
+ Campaign* campaign;
+ CampaignMissionRequest* request;
+ MissionInfo* mission_info;
+
+ CombatGroup* squadron;
+ CombatGroup* strike_group;
+ CombatGroup* strike_target;
+ Mission* mission;
+ MissionElement* player_elem;
+ MissionElement* carrier_elem;
+ MissionElement* ward;
+ MissionElement* prime_target;
+ MissionElement* escort;
+ Text air_region;
+ Text orb_region;
+ bool airborne;
+ bool airbase;
+ int ownside;
+ int enemy;
+ int mission_type;
+};
+
+#endif CampaignMissionFighter_h
+