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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