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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
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parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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+/* 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
+ ========
+ CampaignMissionStarship generates missions and mission
+ info for the player's STARSHIP GROUP as part of a
+ dynamic campaign.
+*/
+
+#ifndef CampaignMissionStarship_h
+#define CampaignMissionStarship_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 CampaignMissionStarship
+{
+public:
+ static const char* TYPENAME() { return "CampaignMissionStarship"; }
+
+ CampaignMissionStarship(Campaign* c);
+ virtual ~CampaignMissionStarship();
+
+ 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();
+
+ virtual void CreateWards();
+ virtual void CreateWardFreight();
+
+ virtual void CreateEscorts();
+
+ virtual void CreateTargets();
+ virtual void CreateTargetsAssault();
+ virtual void CreateTargetsPatrol();
+ virtual void CreateTargetsCarrier();
+ virtual void CreateTargetsFreightEscort();
+ virtual int CreateRandomTarget(const char* rgn, Point base_loc);
+
+ 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;
+
+ CombatUnit* player_unit;
+ CombatGroup* player_group;
+ CombatGroup* strike_group;
+ CombatGroup* strike_target;
+ Mission* mission;
+ List<MissionElement> player_group_elements;
+ MissionElement* player;
+ MissionElement* ward;
+ MissionElement* prime_target;
+ MissionElement* escort;
+
+ int ownside;
+ int enemy;
+ int mission_type;
+};
+
+#endif // CampaignMissionStarship_h
+