/* 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: CampaignMissionFighter.h AUTHOR: John DiCamillo OVERVIEW ======== CampaignMissionFighter generates missions and mission info for the player's FIGHTER SQUADRON as part of a dynamic campaign. */ #ifndef CampaignMissionFighter_h #define CampaignMissionFighter_h #include "Types.h" #include "Geometry.h" #include "List.h" #include "Text.h" // +--------------------------------------------------------------------+ class Campaign; class CampaignMissionRequest; class CombatGroup; class CombatUnit; class CombatZone; class Mission; class MissionElement; class MissionInfo; class MissionTemplate; // +--------------------------------------------------------------------+ class CampaignMissionFighter { public: static const char* TYPENAME() { return "CampaignMissionFighter"; } CampaignMissionFighter(Campaign* c); virtual ~CampaignMissionFighter(); virtual void CreateMission(CampaignMissionRequest* request); protected: virtual Mission* GenerateMission(int id); virtual void SelectType(); virtual void SelectRegion(); virtual void GenerateStandardElements(); virtual void GenerateMissionElements(); virtual void CreateElements(CombatGroup* g); virtual void CreateSquadron(CombatGroup* g); virtual void CreatePlayer(CombatGroup* g); virtual void CreatePatrols(); virtual void CreateWards(); virtual void CreateWardFreight(); virtual void CreateWardShuttle(); virtual void CreateWardStrike(); virtual void CreateEscorts(); virtual void CreateTargets(); virtual void CreateTargetsPatrol(); virtual void CreateTargetsSweep(); virtual void CreateTargetsIntercept(); virtual void CreateTargetsFreightEscort(); virtual void CreateTargetsShuttleEscort(); virtual void CreateTargetsStrikeEscort(); virtual void CreateTargetsStrike(); virtual void CreateTargetsAssault(); virtual int CreateRandomTarget(const char* rgn, Point base_loc); virtual bool IsGroundObjective(CombatGroup* obj); virtual void PlanetaryInsertion(MissionElement* elem); virtual void OrbitalInsertion(MissionElement* elem); virtual MissionElement* CreateSingleElement(CombatGroup* g, CombatUnit* u); virtual MissionElement* CreateFighterPackage(CombatGroup* squadron, int count, int role); virtual CombatGroup* FindSquadron(int iff, int type); virtual CombatUnit* FindCarrier(CombatGroup* g); virtual void DefineMissionObjectives(); virtual MissionInfo* DescribeMission(); virtual void Exit(); Campaign* campaign; CampaignMissionRequest* request; MissionInfo* mission_info; CombatGroup* squadron; CombatGroup* strike_group; CombatGroup* strike_target; Mission* mission; MissionElement* player_elem; MissionElement* carrier_elem; MissionElement* ward; MissionElement* prime_target; MissionElement* escort; Text air_region; Text orb_region; bool airborne; bool airbase; int ownside; int enemy; int mission_type; }; #endif // CampaignMissionFighter_h