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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 /StarsEx/CombatAction.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CombatAction.h')
-rw-r--r-- | StarsEx/CombatAction.h | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/StarsEx/CombatAction.h b/StarsEx/CombatAction.h new file mode 100644 index 0000000..4ad544d --- /dev/null +++ b/StarsEx/CombatAction.h @@ -0,0 +1,204 @@ +/* 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 + |