diff options
Diffstat (limited to 'Stars45/CombatUnit.h')
-rw-r--r-- | Stars45/CombatUnit.h | 206 |
1 files changed, 103 insertions, 103 deletions
diff --git a/Stars45/CombatUnit.h b/Stars45/CombatUnit.h index 13af80a..5d60772 100644 --- a/Stars45/CombatUnit.h +++ b/Stars45/CombatUnit.h @@ -1,15 +1,15 @@ /* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: CombatUnit.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: CombatUnit.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- A ship, station, or ground unit in the dynamic campaign.
+ OVERVIEW
+ ========
+ A ship, station, or ground unit in the dynamic campaign.
*/
#ifndef CombatUnit_h
@@ -31,103 +31,103 @@ 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 CanAssign() 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; }
+ 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 CanAssign() 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;
+ 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
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