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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         CombatAction.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	A planned action (mission/story/strategy) in a dynamic campaign.
*/

#ifndef CombatAction_h
#define CombatAction_h

#include "Types.h"
#include "Geometry.h"
#include "Text.h"
#include "List.h"

// +--------------------------------------------------------------------+

class Combatant;
class CombatAction;
class CombatActionReq;

// +--------------------------------------------------------------------+

class CombatAction
{
public:
	static const char* TYPENAME() { return "CombatAction"; }

	enum  TYPE 
	{
		NO_ACTION,
		STRATEGIC_DIRECTIVE,
		ZONE_ASSIGNMENT,
		SYSTEM_ASSIGNMENT,
		MISSION_TEMPLATE,
		COMBAT_EVENT,
		INTEL_EVENT,
		CAMPAIGN_SITUATION,
		CAMPAIGN_ORDERS
	};

	enum  STATUS 
	{  
		PENDING,
		ACTIVE,
		SKIPPED,
		FAILED,
		COMPLETE
	};

	CombatAction(int id, int type, int subtype, int team);
	~CombatAction();

	int operator == (const CombatAction& a)  const { return id == a.id; }

	bool                 IsAvailable()  const;
	void                 FireAction();
	void                 FailAction();
	void                 AddRequirement(int action, int stat, bool not = false);
	void                 AddRequirement(Combatant* c1, Combatant* c2, int comp, int score);
	void                 AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel=0);
	static int           TypeFromName(const char* n);
	static int           StatusFromName(const char* n);

	// accessors/mutators:
	int                  Identity()     const { return id;            }
	int                  Type()         const { return type;          }
	int                  Subtype()      const { return subtype;       }
	int                  OpposingType() const { return opp_type;      }
	int                  GetIFF()       const { return team;          }
	int                  Status()       const { return status;        }
	int                  Source()       const { return source;        }
	Point                Location()     const { return loc;           }
	const char*          System()       const { return system;        }
	const char*          Region()       const { return region;        }
	const char*          Filename()     const { return text_file;     }
	const char*          ImageFile()    const { return image_file;    }
	const char*          SceneFile()    const { return scene_file;    }
	int                  Count()        const { return count;         }
	int                  ExecTime()     const { return time;          }
	int                  StartBefore()  const { return start_before;  }
	int                  StartAfter()   const { return start_after;   }
	int                  MinRank()      const { return min_rank;      }
	int                  MaxRank()      const { return max_rank;      }
	int                  Delay()        const { return delay;         }
	int                  Probability()  const { return probability;   }
	int                  AssetType()    const { return asset_type;    }
	int                  AssetId()      const { return asset_id;      }
	List<Text>&          AssetKills()         { return asset_kills;   }
	int                  TargetType()   const { return target_type;   }
	int                  TargetId()     const { return target_id;     }
	int                  TargetIFF()    const { return target_iff;    }
	List<Text>&          TargetKills()        { return target_kills;  }
	const char*          GetText()      const { return text;          }

	void                 SetType(int t)        { type = (char) t;     }
	void                 SetSubtype(int s)     { subtype = (char) s;  }
	void                 SetOpposingType(int t){ opp_type = (char) t; }
	void                 SetIFF(int t)         { team = (char) t;     }
	void                 SetStatus(int s)      { status = (char) s;   }
	void                 SetSource(int s)      { source = s;          }
	void                 SetLocation(const Point& p) { loc = p;       }
	void                 SetSystem(Text sys)   { system = sys;        }
	void                 SetRegion(Text rgn)   { region = rgn;        }
	void                 SetFilename(Text f)   { text_file = f;       }
	void                 SetImageFile(Text f)  { image_file = f;      }
	void                 SetSceneFile(Text f)  { scene_file = f;      }
	void                 SetCount(int n)       { count = (char) n;    }
	void                 SetExecTime(int t)    { time = t;            }
	void                 SetStartBefore(int s) { start_before = s;    }
	void                 SetStartAfter(int s)  { start_after = s;     }
	void                 SetMinRank(int n)     { min_rank = (char) n; }
	void                 SetMaxRank(int n)     { max_rank = (char) n; }
	void                 SetDelay(int d)       { delay = d;           }
	void                 SetProbability(int n) { probability = n;     }
	void                 SetAssetType(int t)   { asset_type = t;      }
	void                 SetAssetId(int n)     { asset_id = n;        }
	void                 SetTargetType(int t)  { target_type = t;     }
	void                 SetTargetId(int n)    { target_id = n;       }
	void                 SetTargetIFF(int n)   { target_iff = n;      }
	void                 SetText(Text t)       { text = t;            }


private:
	int                  id;
	char                 type;
	char                 subtype;
	char                 opp_type;
	char                 team;
	char                 status;
	char                 min_rank;
	char                 max_rank;
	int                  source;
	Point                loc;
	Text                 system;
	Text                 region;
	Text                 text_file;
	Text                 image_file;
	Text                 scene_file;
	char                 count;
	int                  start_before;
	int                  start_after;
	int                  delay;
	int                  probability;
	int                  rval;
	int                  time;

	Text                 text;
	int                  asset_type;
	int                  asset_id;
	List<Text>           asset_kills;
	int                  target_type;
	int                  target_id;
	int                  target_iff;
	List<Text>           target_kills;

	List<CombatActionReq> requirements;
};

// +--------------------------------------------------------------------+

class CombatActionReq {
public:
	static const char* TYPENAME() { return "CombatActionReq"; }

	enum COMPARISON_OPERATOR {
		LT,  LE,  GT,  GE,  EQ,    // absolute score comparison
		RLT, RLE, RGT, RGE, REQ    // delta score comparison
	};

	CombatActionReq(int a, int s, bool n = false)
	: action(a), stat(s), not(n), c1(0), c2(0), comp(0), score(0), intel(0) { }

	CombatActionReq(Combatant* a1, Combatant* a2, int comparison, int value)
	: action(0), stat(0), not(0), c1(a1), c2(a2), group_type(0), group_id(0),
	comp(comparison), score(value), intel(0) { }

	CombatActionReq(Combatant* a1, int gtype, int gid, int comparison, int value, int intel_level=0)
	: action(0), stat(0), not(0), c1(a1), c2(0), group_type(gtype), group_id(gid),
	comp(comparison), score(value), intel(intel_level) { }

	static int CompFromName(const char* sym);

	int   action;
	int   stat;
	bool  not;

	Combatant*  c1;
	Combatant*  c2;
	int         comp;
	int         score;
	int         intel;
	int         group_type;
	int         group_id;
};

#endif CombatAction_h