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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/CombatGroup.h | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/CombatGroup.h')
-rw-r--r-- | Stars45/CombatGroup.h | 486 |
1 files changed, 255 insertions, 231 deletions
diff --git a/Stars45/CombatGroup.h b/Stars45/CombatGroup.h index 5eb6dde..ac6fcb1 100644 --- a/Stars45/CombatGroup.h +++ b/Stars45/CombatGroup.h @@ -1,231 +1,255 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CombatGroup.h
- 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
-
+/* 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: CombatGroup.h + 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 + |