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

	SUBSYSTEM:    Stars.exe
	FILE:         CombatAssignment.cpp
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	High level assignment of one group to damage another
*/

#include "MemDebug.h"
#include "CombatAssignment.h"
#include "CombatGroup.h"
#include "Mission.h"

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

CombatAssignment::CombatAssignment(int t, CombatGroup* obj, CombatGroup* rsc)
: type(t), objective(obj), resource(rsc)
{
}

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

CombatAssignment::~CombatAssignment()
{
}

// +--------------------------------------------------------------------+
// This is used to sort assignments into a priority list.
// Higher priorities should come first in the list, so the
// sense of the operator is "backwards" from the usual.

int
CombatAssignment::operator < (const CombatAssignment& a) const
{
	if (!objective)
	return 0;

	if (!a.objective)
	return 1;

	return objective->GetPlanValue() > a.objective->GetPlanValue();
}

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

const char*
CombatAssignment::GetDescription() const
{
	static char desc[256];

	if (!resource)
		sprintf_s(desc, "%s %s", 
			(const char*) Mission::RoleName(type),
			(const char*) objective->Name());
	else
		sprintf_s(desc, "%s %s %s", 
			(const char*) resource->Name(),
			(const char*) Mission::RoleName(type),
			(const char*) objective->Name());

	return desc;
}