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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
- ========
-*/
-
-#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
-