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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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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