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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: CombatUnit.h
AUTHOR: John DiCamillo
OVERVIEW
========
A ship, station, or ground unit in the dynamic campaign.
*/
#ifndef CombatUnit_h
#define CombatUnit_h
#include "Types.h"
#include "Geometry.h"
#include "Color.h"
#include "Text.h"
#include "List.h"
// +--------------------------------------------------------------------+
class CombatGroup;
class ShipDesign;
// +--------------------------------------------------------------------+
class CombatUnit
{
public:
static const char* TYPENAME() { return "CombatUnit"; }
CombatUnit(const char* n, const char* reg, int t, const char* dname, int number, int i);
CombatUnit(const CombatUnit& unit);
int operator == (const CombatUnit& u) const { return this == &u; }
const char* GetDescription() const;
int GetValue() const;
int GetSingleValue() const;
bool CanDefend(CombatUnit* unit) const;
bool CanLaunch() const;
double PowerVersus(CombatUnit* tgt) const;
int AssignMission();
void CompleteMission();
double MaxRange() const;
double MaxEffectiveRange() const;
double OptimumRange() const;
void Engage(CombatUnit* tgt);
void Disengage();
// accessors and mutators:
const Text& Name() const { return name; }
const Text& Registry() const { return regnum; }
const Text& DesignName() const { return design_name; }
const Text& Skin() const { return skin; }
void SetSkin(const char* s) { skin = s; }
int Type() const { return type; }
int Count() const { return count; }
int LiveCount() const { return count - dead_count; }
int DeadCount() const { return dead_count; }
void SetDeadCount(int n) { dead_count = n; }
int Kill(int n);
int Available() const { return available; }
int GetIFF() const { return iff; }
bool IsLeader() const { return leader; }
void SetLeader(bool l) { leader = l; }
Point Location() const { return location; }
void MoveTo(const Point& loc);
Text GetRegion() const { return region; }
void SetRegion(Text rgn) { region = rgn; }
CombatGroup* GetCombatGroup() const { return group; }
void SetCombatGroup(CombatGroup* g){ group = g; }
Color MarkerColor() const;
bool IsGroundUnit() const;
bool IsStarship() const;
bool IsDropship() const;
bool IsStatic() const;
CombatUnit* GetCarrier() const { return carrier; }
void SetCarrier(CombatUnit* c) { carrier = c; }
const ShipDesign* GetDesign();
int GetShipClass() const;
List<CombatUnit>& GetAttackers() { return attackers; }
double GetPlanValue() const { return plan_value; }
void SetPlanValue(int v) { plan_value = v; }
double GetSustainedDamage() const { return sustained_damage; }
void SetSustainedDamage(double d) { sustained_damage = d; }
double GetHeading() const { return heading; }
void SetHeading(double d) { heading = d; }
double GetNextJumpTime() const { return jump_time; }
private:
Text name;
Text regnum;
Text design_name;
Text skin;
int type;
const ShipDesign* design;
int count;
int dead_count;
int available;
int iff;
bool leader;
Text region;
Point location;
double plan_value; // scratch pad for plan modules
double launch_time;
double jump_time;
double sustained_damage;
double heading;
CombatUnit* carrier;
List<CombatUnit> attackers;
CombatUnit* target;
CombatGroup* group;
};
#endif CombatUnit_h
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