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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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