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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: CombatGroup.h
AUTHOR: John DiCamillo
OVERVIEW
========
*/
#ifndef CombatGroup_h
#define CombatGroup_h
#include "Types.h"
#include "Geometry.h"
#include "Text.h"
#include "List.h"
#include "Intel.h"
// +--------------------------------------------------------------------+
class Campaign;
class Combatant;
class CombatGroup;
class CombatUnit;
class CombatZone;
class CombatAssignment;
// +--------------------------------------------------------------------+
class CombatGroup
{
public:
static const char* TYPENAME() { return "CombatGroup"; }
enum GROUP_TYPE {
FORCE = 1, // Commander In Chief
WING, // Air Force
INTERCEPT_SQUADRON, // a2a fighter
FIGHTER_SQUADRON, // multi-role fighter
ATTACK_SQUADRON, // strike / attack
LCA_SQUADRON, // landing craft
FLEET, // Navy
DESTROYER_SQUADRON, // destroyer
BATTLE_GROUP, // heavy cruiser(s)
CARRIER_GROUP, // fleet carrier
BATTALION, // Army
MINEFIELD,
BATTERY,
MISSILE,
STATION, // orbital station
STARBASE, // planet-side base
C3I, // Command, Control, Communications, Intelligence
COMM_RELAY,
EARLY_WARNING,
FWD_CONTROL_CTR,
ECM,
SUPPORT,
COURIER,
MEDICAL,
SUPPLY,
REPAIR,
CIVILIAN, // root for civilian groups
WAR_PRODUCTION,
FACTORY,
REFINERY,
RESOURCE,
INFRASTRUCTURE,
TRANSPORT,
NETWORK,
HABITAT,
STORAGE,
NON_COM, // other civilian traffic
FREIGHT,
PASSENGER,
PRIVATE
};
CombatGroup(int t, int n, const char* s, int i, int e, CombatGroup* p=0);
~CombatGroup();
// comparison operators are used to sort combat groups into a priority list
// in DESCENDING order, so the sense of the comparison is backwards from
// usual...
int operator < (const CombatGroup& g) const { return value > g.value; }
int operator <= (const CombatGroup& g) const { return value >= g.value; }
int operator == (const CombatGroup& g) const { return this == &g; }
// operations:
static CombatGroup* LoadOrderOfBattle(const char* fname, int iff, Combatant* combatant);
static void SaveOrderOfBattle(const char* fname, CombatGroup* force);
static void MergeOrderOfBattle(BYTE* block, const char* fname, int iff, Combatant* combatant, Campaign* campaign);
void AddComponent(CombatGroup* g);
CombatGroup* FindGroup(int t, int n=-1);
CombatGroup* Clone(bool deep=true);
// accessors and mutators:
const char* GetDescription() const;
const char* GetShortDescription() const;
void SetCombatant(Combatant* c) { combatant = c; }
Combatant* GetCombatant() { return combatant; }
CombatGroup* GetParent() { return parent; }
List<CombatGroup>& GetComponents() { return components; }
List<CombatGroup>& GetLiveComponents() { return live_comp; }
List<CombatUnit>& GetUnits() { return units; }
CombatUnit* GetRandomUnit();
CombatUnit* GetFirstUnit();
CombatUnit* GetNextUnit();
CombatUnit* FindUnit(const char* name);
CombatGroup* FindCarrier();
const Text& Name() const { return name; }
int Type() const { return type; }
int CountUnits() const;
int IntelLevel() const { return enemy_intel;}
int GetID() const { return id; }
int GetIFF() const { return iff; }
Point Location() const { return location; }
void MoveTo(const Point& loc);
const Text& GetRegion() const { return region; }
void SetRegion(Text rgn) { region = rgn; }
void AssignRegion(Text rgn);
int Value() const { return value; }
int Sorties() const { return sorties; }
void SetSorties(int n) { sorties = n; }
int Kills() const { return kills; }
void SetKills(int n) { kills = n; }
int Points() const { return points; }
void SetPoints(int n) { points = n; }
int UnitIndex() const { return unit_index; }
double GetNextJumpTime() const;
double GetPlanValue() const { return plan_value; }
void SetPlanValue(double v) { plan_value = v; }
bool IsAssignable() const;
bool IsTargetable() const;
bool IsDefensible() const;
bool IsStrikeTarget() const;
bool IsMovable() const;
bool IsFighterGroup() const;
bool IsStarshipGroup() const;
bool IsReserve() const;
// these two methods return zero terminated arrays of
// integers identifying the preferred assets for attack
// or defense in priority order:
static const int* PreferredAttacker(int type);
static const int* PreferredDefender(int type);
bool IsExpanded() const { return expanded; }
void SetExpanded(bool e) { expanded = e; }
const Text& GetAssignedSystem() const { return assigned_system; }
void SetAssignedSystem(const char* s);
CombatZone* GetCurrentZone() const { return current_zone; }
void SetCurrentZone(CombatZone* z) { current_zone = z; }
CombatZone* GetAssignedZone() const { return assigned_zone; }
void SetAssignedZone(CombatZone* z);
void ClearUnlockedZones();
bool IsZoneLocked() const { return assigned_zone && zone_lock; }
void SetZoneLock(bool lock=true);
bool IsSystemLocked() const { return assigned_system.length() > 0; }
const Text& GetStrategicDirection() const { return strategic_direction; }
void SetStrategicDirection(Text dir) { strategic_direction = dir; }
void SetIntelLevel(int n);
int CalcValue();
List<CombatAssignment>& GetAssignments() { return assignments; }
void ClearAssignments();
static int TypeFromName(const char* name);
static const char* NameFromType(int type);
private:
const char* GetOrdinal() const;
// attributes:
int type;
int id;
Text name;
int iff;
int enemy_intel;
double plan_value; // scratch pad for plan modules
List<CombatUnit> units;
List<CombatGroup> components;
List<CombatGroup> live_comp;
Combatant* combatant;
CombatGroup* parent;
Text region;
Point location;
int value;
int unit_index;
int sorties;
int kills;
int points;
bool expanded; // for tree control
Text assigned_system;
CombatZone* current_zone;
CombatZone* assigned_zone;
bool zone_lock;
List<CombatAssignment> assignments;
Text strategic_direction;
};
#endif // CombatGroup_h
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