summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/CombatGroup.h
diff options
context:
space:
mode:
authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/CombatGroup.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
downloadstarshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CombatGroup.h')
-rw-r--r--StarsEx/CombatGroup.h230
1 files changed, 230 insertions, 0 deletions
diff --git a/StarsEx/CombatGroup.h b/StarsEx/CombatGroup.h
new file mode 100644
index 0000000..da34ff0
--- /dev/null
+++ b/StarsEx/CombatGroup.h
@@ -0,0 +1,230 @@
+/* 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
+