/* Starshatter: The Open Source Project Copyright (c) 2021-2024, 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 ======== 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