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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/CombatUnit.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/CombatUnit.h')
-rw-r--r-- | Stars45/CombatUnit.h | 290 |
1 files changed, 157 insertions, 133 deletions
diff --git a/Stars45/CombatUnit.h b/Stars45/CombatUnit.h index 71d8e8f..b80f8dc 100644 --- a/Stars45/CombatUnit.h +++ b/Stars45/CombatUnit.h @@ -1,133 +1,157 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CombatUnit.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- A ship, station, or ground unit in the dynamic campaign.
-*/
-
-#ifndef CombatUnit_h
-#define CombatUnit_h
-
-#include "Types.h"
-#include "Geometry.h"
-#include "Color.h"
-#include "Text.h"
-#include "List.h"
-
-// +--------------------------------------------------------------------+
-
-class CombatGroup;
-class ShipDesign;
-
-// +--------------------------------------------------------------------+
-
-class CombatUnit
-{
-public:
- static const char* TYPENAME() { return "CombatUnit"; }
-
- CombatUnit(const char* n, const char* reg, int t, const char* dname, int number, int i);
- CombatUnit(const CombatUnit& unit);
-
- int operator == (const CombatUnit& u) const { return this == &u; }
-
- const char* GetDescription() const;
-
- int GetValue() const;
- int GetSingleValue() const;
- bool CanDefend(CombatUnit* unit) const;
- bool CanLaunch() const;
- double PowerVersus(CombatUnit* tgt) const;
- int AssignMission();
- void CompleteMission();
-
- double MaxRange() const;
- double MaxEffectiveRange() const;
- double OptimumRange() const;
-
- void Engage(CombatUnit* tgt);
- void Disengage();
-
- // accessors and mutators:
- const Text& Name() const { return name; }
- const Text& Registry() const { return regnum; }
- const Text& DesignName() const { return design_name; }
- const Text& Skin() const { return skin; }
- void SetSkin(const char* s) { skin = s; }
- int Type() const { return type; }
- int Count() const { return count; }
- int LiveCount() const { return count - dead_count; }
- int DeadCount() const { return dead_count; }
- void SetDeadCount(int n) { dead_count = n; }
- int Kill(int n);
- int Available() const { return available; }
- int GetIFF() const { return iff; }
- bool IsLeader() const { return leader; }
- void SetLeader(bool l) { leader = l; }
- Point Location() const { return location; }
- void MoveTo(const Point& loc);
- Text GetRegion() const { return region; }
- void SetRegion(Text rgn) { region = rgn; }
- CombatGroup* GetCombatGroup() const { return group; }
- void SetCombatGroup(CombatGroup* g){ group = g; }
-
- Color MarkerColor() const;
- bool IsGroundUnit() const;
- bool IsStarship() const;
- bool IsDropship() const;
- bool IsStatic() const;
-
- CombatUnit* GetCarrier() const { return carrier; }
- void SetCarrier(CombatUnit* c) { carrier = c; }
-
- const ShipDesign* GetDesign();
- int GetShipClass() const;
-
- List<CombatUnit>& GetAttackers() { return attackers; }
-
- double GetPlanValue() const { return plan_value; }
- void SetPlanValue(int v) { plan_value = v; }
-
- double GetSustainedDamage() const { return sustained_damage; }
- void SetSustainedDamage(double d) { sustained_damage = d; }
-
- double GetHeading() const { return heading; }
- void SetHeading(double d) { heading = d; }
-
- double GetNextJumpTime() const { return jump_time; }
-
-private:
- Text name;
- Text regnum;
- Text design_name;
- Text skin;
- int type;
- const ShipDesign* design;
- int count;
- int dead_count;
- int available;
- int iff;
- bool leader;
- Text region;
- Point location;
- double plan_value; // scratch pad for plan modules
- double launch_time;
- double jump_time;
- double sustained_damage;
- double heading;
-
- CombatUnit* carrier;
- List<CombatUnit> attackers;
- CombatUnit* target;
- CombatGroup* group;
-};
-
-#endif CombatUnit_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: CombatUnit.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + A ship, station, or ground unit in the dynamic campaign. +*/ + +#ifndef CombatUnit_h +#define CombatUnit_h + +#include "Types.h" +#include "Geometry.h" +#include "Color.h" +#include "Text.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class CombatGroup; +class ShipDesign; + +// +--------------------------------------------------------------------+ + +class CombatUnit +{ +public: + static const char* TYPENAME() { return "CombatUnit"; } + + CombatUnit(const char* n, const char* reg, int t, const char* dname, int number, int i); + CombatUnit(const CombatUnit& unit); + + int operator == (const CombatUnit& u) const { return this == &u; } + + const char* GetDescription() const; + + int GetValue() const; + int GetSingleValue() const; + bool CanDefend(CombatUnit* unit) const; + bool CanLaunch() const; + double PowerVersus(CombatUnit* tgt) const; + int AssignMission(); + void CompleteMission(); + + double MaxRange() const; + double MaxEffectiveRange() const; + double OptimumRange() const; + + void Engage(CombatUnit* tgt); + void Disengage(); + + // accessors and mutators: + const Text& Name() const { return name; } + const Text& Registry() const { return regnum; } + const Text& DesignName() const { return design_name; } + const Text& Skin() const { return skin; } + void SetSkin(const char* s) { skin = s; } + int Type() const { return type; } + int Count() const { return count; } + int LiveCount() const { return count - dead_count; } + int DeadCount() const { return dead_count; } + void SetDeadCount(int n) { dead_count = n; } + int Kill(int n); + int Available() const { return available; } + int GetIFF() const { return iff; } + bool IsLeader() const { return leader; } + void SetLeader(bool l) { leader = l; } + Point Location() const { return location; } + void MoveTo(const Point& loc); + Text GetRegion() const { return region; } + void SetRegion(Text rgn) { region = rgn; } + CombatGroup* GetCombatGroup() const { return group; } + void SetCombatGroup(CombatGroup* g){ group = g; } + + Color MarkerColor() const; + bool IsGroundUnit() const; + bool IsStarship() const; + bool IsDropship() const; + bool IsStatic() const; + + CombatUnit* GetCarrier() const { return carrier; } + void SetCarrier(CombatUnit* c) { carrier = c; } + + const ShipDesign* GetDesign(); + int GetShipClass() const; + + List<CombatUnit>& GetAttackers() { return attackers; } + + double GetPlanValue() const { return plan_value; } + void SetPlanValue(int v) { plan_value = v; } + + double GetSustainedDamage() const { return sustained_damage; } + void SetSustainedDamage(double d) { sustained_damage = d; } + + double GetHeading() const { return heading; } + void SetHeading(double d) { heading = d; } + + double GetNextJumpTime() const { return jump_time; } + +private: + Text name; + Text regnum; + Text design_name; + Text skin; + int type; + const ShipDesign* design; + int count; + int dead_count; + int available; + int iff; + bool leader; + Text region; + Point location; + double plan_value; // scratch pad for plan modules + double launch_time; + double jump_time; + double sustained_damage; + double heading; + + CombatUnit* carrier; + List<CombatUnit> attackers; + CombatUnit* target; + CombatGroup* group; +}; + +#endif CombatUnit_h + |