blob: 5d60772e89876298916cafef70d04b0a0ab35932 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
|
/* 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 CanAssign() 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
|