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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/CombatGroup.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CombatGroup.h')
-rw-r--r-- | Stars45/CombatGroup.h | 230 |
1 files changed, 0 insertions, 230 deletions
diff --git a/Stars45/CombatGroup.h b/Stars45/CombatGroup.h deleted file mode 100644 index da34ff0..0000000 --- a/Stars45/CombatGroup.h +++ /dev/null @@ -1,230 +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 - ======== -*/ - -#ifndef CombatGroup_h -#define CombatGroup_h - -#include "Types.h" -#include "Geometry.h" -#include "Text.h" -#include "List.h" -#include "Intel.h" - -// +--------------------------------------------------------------------+ - -class Campaign; -class Combatant; -class CombatGroup; -class CombatUnit; -class CombatZone; -class CombatAssignment; - -// +--------------------------------------------------------------------+ - -class CombatGroup -{ -public: - static const char* TYPENAME() { return "CombatGroup"; } - - enum GROUP_TYPE { - FORCE = 1, // Commander In Chief - - WING, // Air Force - INTERCEPT_SQUADRON, // a2a fighter - FIGHTER_SQUADRON, // multi-role fighter - ATTACK_SQUADRON, // strike / attack - LCA_SQUADRON, // landing craft - - FLEET, // Navy - DESTROYER_SQUADRON, // destroyer - BATTLE_GROUP, // heavy cruiser(s) - CARRIER_GROUP, // fleet carrier - - BATTALION, // Army - MINEFIELD, - BATTERY, - MISSILE, - STATION, // orbital station - STARBASE, // planet-side base - - C3I, // Command, Control, Communications, Intelligence - COMM_RELAY, - EARLY_WARNING, - FWD_CONTROL_CTR, - ECM, - - SUPPORT, - COURIER, - MEDICAL, - SUPPLY, - REPAIR, - - CIVILIAN, // root for civilian groups - - WAR_PRODUCTION, - FACTORY, - REFINERY, - RESOURCE, - - INFRASTRUCTURE, - TRANSPORT, - NETWORK, - HABITAT, - STORAGE, - - NON_COM, // other civilian traffic - FREIGHT, - PASSENGER, - PRIVATE - }; - - CombatGroup(int t, int n, const char* s, int i, int e, CombatGroup* p=0); - ~CombatGroup(); - - // comparison operators are used to sort combat groups into a priority list - // in DESCENDING order, so the sense of the comparison is backwards from - // usual... - int operator < (const CombatGroup& g) const { return value > g.value; } - int operator <= (const CombatGroup& g) const { return value >= g.value; } - int operator == (const CombatGroup& g) const { return this == &g; } - - // operations: - static CombatGroup* LoadOrderOfBattle(const char* fname, int iff, Combatant* combatant); - static void SaveOrderOfBattle(const char* fname, CombatGroup* force); - static void MergeOrderOfBattle(BYTE* block, const char* fname, int iff, Combatant* combatant, Campaign* campaign); - - void AddComponent(CombatGroup* g); - CombatGroup* FindGroup(int t, int n=-1); - CombatGroup* Clone(bool deep=true); - - // accessors and mutators: - const char* GetDescription() const; - const char* GetShortDescription() const; - - void SetCombatant(Combatant* c) { combatant = c; } - - Combatant* GetCombatant() { return combatant; } - CombatGroup* GetParent() { return parent; } - List<CombatGroup>& GetComponents() { return components; } - List<CombatGroup>& GetLiveComponents() { return live_comp; } - List<CombatUnit>& GetUnits() { return units; } - CombatUnit* GetRandomUnit(); - CombatUnit* GetFirstUnit(); - CombatUnit* GetNextUnit(); - CombatUnit* FindUnit(const char* name); - CombatGroup* FindCarrier(); - - const Text& Name() const { return name; } - int Type() const { return type; } - int CountUnits() const; - int IntelLevel() const { return enemy_intel;} - int GetID() const { return id; } - int GetIFF() const { return iff; } - Point Location() const { return location; } - void MoveTo(const Point& loc); - const Text& GetRegion() const { return region; } - void SetRegion(Text rgn) { region = rgn; } - void AssignRegion(Text rgn); - int Value() const { return value; } - int Sorties() const { return sorties; } - void SetSorties(int n) { sorties = n; } - int Kills() const { return kills; } - void SetKills(int n) { kills = n; } - int Points() const { return points; } - void SetPoints(int n) { points = n; } - int UnitIndex() const { return unit_index; } - - double GetNextJumpTime() const; - - double GetPlanValue() const { return plan_value; } - void SetPlanValue(double v) { plan_value = v; } - - bool IsAssignable() const; - bool IsTargetable() const; - bool IsDefensible() const; - bool IsStrikeTarget() const; - bool IsMovable() const; - bool IsFighterGroup() const; - bool IsStarshipGroup() const; - bool IsReserve() const; - - // these two methods return zero terminated arrays of - // integers identifying the preferred assets for attack - // or defense in priority order: - static const int* PreferredAttacker(int type); - static const int* PreferredDefender(int type); - - bool IsExpanded() const { return expanded; } - void SetExpanded(bool e) { expanded = e; } - - const Text& GetAssignedSystem() const { return assigned_system; } - void SetAssignedSystem(const char* s); - CombatZone* GetCurrentZone() const { return current_zone; } - void SetCurrentZone(CombatZone* z) { current_zone = z; } - CombatZone* GetAssignedZone() const { return assigned_zone; } - void SetAssignedZone(CombatZone* z); - void ClearUnlockedZones(); - bool IsZoneLocked() const { return assigned_zone && zone_lock; } - void SetZoneLock(bool lock=true); - bool IsSystemLocked() const { return assigned_system.length() > 0; } - - const Text& GetStrategicDirection() const { return strategic_direction; } - void SetStrategicDirection(Text dir) { strategic_direction = dir; } - - void SetIntelLevel(int n); - int CalcValue(); - - List<CombatAssignment>& GetAssignments() { return assignments; } - void ClearAssignments(); - - static int TypeFromName(const char* name); - static const char* NameFromType(int type); - -private: - const char* GetOrdinal() const; - - // attributes: - int type; - int id; - Text name; - int iff; - int enemy_intel; - - double plan_value; // scratch pad for plan modules - - List<CombatUnit> units; - List<CombatGroup> components; - List<CombatGroup> live_comp; - Combatant* combatant; - CombatGroup* parent; - Text region; - Point location; - int value; - int unit_index; - - int sorties; - int kills; - int points; - - bool expanded; // for tree control - - Text assigned_system; - CombatZone* current_zone; - CombatZone* assigned_zone; - bool zone_lock; - List<CombatAssignment> assignments; - - Text strategic_direction; -}; - -#endif // CombatGroup_h - |