/* 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 ======== CampaignMissionStarship generates missions and mission info for the player's STARSHIP GROUP as part of a dynamic campaign. */ #ifndef CampaignMissionStarship_h #define CampaignMissionStarship_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 CampaignMissionStarship { public: static const char* TYPENAME() { return "CampaignMissionStarship"; } CampaignMissionStarship(Campaign* c); virtual ~CampaignMissionStarship(); 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(); virtual void CreateWards(); virtual void CreateWardFreight(); virtual void CreateEscorts(); virtual void CreateTargets(); virtual void CreateTargetsAssault(); virtual void CreateTargetsPatrol(); virtual void CreateTargetsCarrier(); virtual void CreateTargetsFreightEscort(); virtual int CreateRandomTarget(const char* rgn, Point base_loc); 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; CombatUnit* player_unit; CombatGroup* player_group; CombatGroup* strike_group; CombatGroup* strike_target; Mission* mission; List player_group_elements; MissionElement* player; MissionElement* ward; MissionElement* prime_target; MissionElement* escort; int ownside; int enemy; int mission_type; }; #endif // CampaignMissionStarship_h