From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/CombatAction.h | 434 ++++++++++++++++++++++++++----------------------- 1 file changed, 229 insertions(+), 205 deletions(-) (limited to 'Stars45/CombatAction.h') diff --git a/Stars45/CombatAction.h b/Stars45/CombatAction.h index fa53703..c247d06 100644 --- a/Stars45/CombatAction.h +++ b/Stars45/CombatAction.h @@ -1,205 +1,229 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: CombatAction.h - 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& AssetKills() { return asset_kills; } - int TargetType() const { return target_type; } - int TargetId() const { return target_id; } - int TargetIFF() const { return target_iff; } - List& 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 asset_kills; - int target_type; - int target_id; - int target_iff; - List target_kills; - - List 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 - +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: CombatAction.h + 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& AssetKills() { return asset_kills; } + int TargetType() const { return target_type; } + int TargetId() const { return target_id; } + int TargetIFF() const { return target_iff; } + List& 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 asset_kills; + int target_type; + int target_id; + int target_iff; + List target_kills; + + List 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 + -- cgit v1.1