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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
========
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
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