summaryrefslogtreecommitdiffhomepage
path: root/Stars45/CampaignMissionStarship.h
blob: 673549ca999c58e156df1e6d1a8e20d7435589af (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         CampaignMissionStarship.h
	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<MissionElement> player_group_elements;
	MissionElement*   player;
	MissionElement*   ward;
	MissionElement*   prime_target;
	MissionElement*   escort;

	int               ownside;
	int               enemy;
	int               mission_type;
};

#endif CampaignMissionStarship_h