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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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
    ========
    CampaignMissionFighter generates missions and mission
    info for the player's FIGHTER SQUADRON as part of a
    dynamic campaign.
*/

#ifndef CampaignMissionFighter_h
#define CampaignMissionFighter_h

#include "Types.h"
#include "Geometry.h"
#include "List.h"
#include "Text.h"

// +--------------------------------------------------------------------+

class Campaign;
class CampaignMissionRequest;
class CombatGroup;
class CombatUnit;
class CombatZone;
class Mission;
class MissionElement;
class MissionInfo;
class MissionTemplate;

// +--------------------------------------------------------------------+

class CampaignMissionFighter
{
public:
    static const char* TYPENAME() { return "CampaignMissionFighter"; }

    CampaignMissionFighter(Campaign* c);
    virtual ~CampaignMissionFighter();

    virtual void   CreateMission(CampaignMissionRequest* request);

protected:
    virtual Mission*  GenerateMission(int id);
    virtual void      SelectType();
    virtual void      SelectRegion();
    virtual void      GenerateStandardElements();
    virtual void      GenerateMissionElements();
    virtual void      CreateElements(CombatGroup* g);
    virtual void      CreateSquadron(CombatGroup* g);
    virtual void      CreatePlayer(CombatGroup* g);

    virtual void      CreatePatrols();
    virtual void      CreateWards();
    virtual void      CreateWardFreight();
    virtual void      CreateWardShuttle();
    virtual void      CreateWardStrike();

    virtual void      CreateEscorts();

    virtual void      CreateTargets();
    virtual void      CreateTargetsPatrol();
    virtual void      CreateTargetsSweep();
    virtual void      CreateTargetsIntercept();
    virtual void      CreateTargetsFreightEscort();
    virtual void      CreateTargetsShuttleEscort();
    virtual void      CreateTargetsStrikeEscort();
    virtual void      CreateTargetsStrike();
    virtual void      CreateTargetsAssault();
    virtual int       CreateRandomTarget(const char* rgn, Point base_loc);

    virtual bool      IsGroundObjective(CombatGroup* obj);

    virtual void      PlanetaryInsertion(MissionElement* elem);
    virtual void      OrbitalInsertion(MissionElement* elem);

    virtual MissionElement*
    CreateSingleElement(CombatGroup*    g,
    CombatUnit*     u);
    virtual MissionElement*
    CreateFighterPackage(CombatGroup*   squadron,
    int            count,
    int            role);

    virtual CombatGroup* FindSquadron(int iff, int type);
    virtual CombatUnit*  FindCarrier(CombatGroup* g);

    virtual void         DefineMissionObjectives();
    virtual MissionInfo* DescribeMission();
    virtual void         Exit();

    Campaign*         campaign;
    CampaignMissionRequest* request;
    MissionInfo*      mission_info;

    CombatGroup*      squadron;
    CombatGroup*      strike_group;
    CombatGroup*      strike_target;
    Mission*          mission;
    MissionElement*   player_elem;
    MissionElement*   carrier_elem;
    MissionElement*   ward;
    MissionElement*   prime_target;
    MissionElement*   escort;
    Text              air_region;
    Text              orb_region;
    bool              airborne;
    bool              airbase;
    int               ownside;
    int               enemy;
    int               mission_type;
};

#endif  // CampaignMissionFighter_h