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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/CombatUnit.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CombatUnit.h')
-rw-r--r-- | StarsEx/CombatUnit.h | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/StarsEx/CombatUnit.h b/StarsEx/CombatUnit.h new file mode 100644 index 0000000..b9e26c2 --- /dev/null +++ b/StarsEx/CombatUnit.h @@ -0,0 +1,132 @@ +/* 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 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 + |