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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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
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