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SUBSYSTEM: Stars.exe FILE: CombatGroup.h 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& GetComponents() { return components; } List& GetLiveComponents() { return live_comp; } List& 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& 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 units; List components; List 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 assignments; Text strategic_direction; }; #endif CombatGroup_h