summaryrefslogtreecommitdiffhomepage
path: root/Stars45/CombatUnit.h
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