diff options
author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
---|---|---|
committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/CombatAction.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CombatAction.h')
-rw-r--r-- | Stars45/CombatAction.h | 204 |
1 files changed, 0 insertions, 204 deletions
diff --git a/Stars45/CombatAction.h b/Stars45/CombatAction.h deleted file mode 100644 index 4ad544d..0000000 --- a/Stars45/CombatAction.h +++ /dev/null @@ -1,204 +0,0 @@ -/* 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 planned action (mission/story/strategy) in a dynamic campaign. -*/ - -#ifndef CombatAction_h -#define CombatAction_h - -#include "Types.h" -#include "Geometry.h" -#include "Text.h" -#include "List.h" - -// +--------------------------------------------------------------------+ - -class Combatant; -class CombatAction; -class CombatActionReq; - -// +--------------------------------------------------------------------+ - -class CombatAction -{ -public: - static const char* TYPENAME() { return "CombatAction"; } - - enum TYPE - { - NO_ACTION, - STRATEGIC_DIRECTIVE, - ZONE_ASSIGNMENT, - SYSTEM_ASSIGNMENT, - MISSION_TEMPLATE, - COMBAT_EVENT, - INTEL_EVENT, - CAMPAIGN_SITUATION, - CAMPAIGN_ORDERS - }; - - enum STATUS - { - PENDING, - ACTIVE, - SKIPPED, - FAILED, - COMPLETE - }; - - CombatAction(int id, int type, int subtype, int team); - ~CombatAction(); - - int operator == (const CombatAction& a) const { return id == a.id; } - - bool IsAvailable() const; - void FireAction(); - void FailAction(); - void AddRequirement(int action, int stat, bool _not = false); - void AddRequirement(Combatant* c1, Combatant* c2, int comp, int score); - void AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel=0); - static int TypeFromName(const char* n); - static int StatusFromName(const char* n); - - // accessors/mutators: - int Identity() const { return id; } - int Type() const { return type; } - int Subtype() const { return subtype; } - int OpposingType() const { return opp_type; } - int GetIFF() const { return team; } - int Status() const { return status; } - int Source() const { return source; } - Point Location() const { return loc; } - const char* System() const { return system; } - const char* Region() const { return region; } - const char* Filename() const { return text_file; } - const char* ImageFile() const { return image_file; } - const char* SceneFile() const { return scene_file; } - int Count() const { return count; } - int ExecTime() const { return time; } - int StartBefore() const { return start_before; } - int StartAfter() const { return start_after; } - int MinRank() const { return min_rank; } - int MaxRank() const { return max_rank; } - int Delay() const { return delay; } - int Probability() const { return probability; } - int AssetType() const { return asset_type; } - int AssetId() const { return asset_id; } - List<Text>& AssetKills() { return asset_kills; } - int TargetType() const { return target_type; } - int TargetId() const { return target_id; } - int TargetIFF() const { return target_iff; } - List<Text>& TargetKills() { return target_kills; } - const char* GetText() const { return text; } - - void SetType(int t) { type = (char) t; } - void SetSubtype(int s) { subtype = (char) s; } - void SetOpposingType(int t){ opp_type = (char) t; } - void SetIFF(int t) { team = (char) t; } - void SetStatus(int s) { status = (char) s; } - void SetSource(int s) { source = s; } - void SetLocation(const Point& p) { loc = p; } - void SetSystem(Text sys) { system = sys; } - void SetRegion(Text rgn) { region = rgn; } - void SetFilename(Text f) { text_file = f; } - void SetImageFile(Text f) { image_file = f; } - void SetSceneFile(Text f) { scene_file = f; } - void SetCount(int n) { count = (char) n; } - void SetExecTime(int t) { time = t; } - void SetStartBefore(int s) { start_before = s; } - void SetStartAfter(int s) { start_after = s; } - void SetMinRank(int n) { min_rank = (char) n; } - void SetMaxRank(int n) { max_rank = (char) n; } - void SetDelay(int d) { delay = d; } - void SetProbability(int n) { probability = n; } - void SetAssetType(int t) { asset_type = t; } - void SetAssetId(int n) { asset_id = n; } - void SetTargetType(int t) { target_type = t; } - void SetTargetId(int n) { target_id = n; } - void SetTargetIFF(int n) { target_iff = n; } - void SetText(Text t) { text = t; } - - -private: - int id; - char type; - char subtype; - char opp_type; - char team; - char status; - char min_rank; - char max_rank; - int source; - Point loc; - Text system; - Text region; - Text text_file; - Text image_file; - Text scene_file; - char count; - int start_before; - int start_after; - int delay; - int probability; - int rval; - int time; - - Text text; - int asset_type; - int asset_id; - List<Text> asset_kills; - int target_type; - int target_id; - int target_iff; - List<Text> target_kills; - - List<CombatActionReq> requirements; -}; - -// +--------------------------------------------------------------------+ - -class CombatActionReq { -public: - static const char* TYPENAME() { return "CombatActionReq"; } - - enum COMPARISON_OPERATOR { - LT, LE, GT, GE, EQ, // absolute score comparison - RLT, RLE, RGT, RGE, REQ // delta score comparison - }; - - CombatActionReq(int a, int s, bool n = false) - : action(a), stat(s), _not(n), c1(0), c2(0), comp(0), score(0), intel(0) { } - - CombatActionReq(Combatant* a1, Combatant* a2, int comparison, int value) - : action(0), stat(0), _not(0), c1(a1), c2(a2), group_type(0), group_id(0), - comp(comparison), score(value), intel(0) { } - - CombatActionReq(Combatant* a1, int gtype, int gid, int comparison, int value, int intel_level=0) - : action(0), stat(0), _not(0), c1(a1), c2(0), group_type(gtype), group_id(gid), - comp(comparison), score(value), intel(intel_level) { } - - static int CompFromName(const char* sym); - - int action; - int stat; - bool _not; - - Combatant* c1; - Combatant* c2; - int comp; - int score; - int intel; - int group_type; - int group_id; -}; - -#endif // CombatAction_h - |