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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
========
A planned action (mission/story/strategy) in a dynamic campaign.
*/
#ifndef CombatAction_h
#define CombatAction_h
#include "Types.h"
#include "Geometry.h"
#include "Text.h"
#include "List.h"
// +--------------------------------------------------------------------+
class Combatant;
class CombatAction;
class CombatActionReq;
// +--------------------------------------------------------------------+
class CombatAction
{
public:
static const char* TYPENAME() { return "CombatAction"; }
enum TYPE
{
NO_ACTION,
STRATEGIC_DIRECTIVE,
ZONE_ASSIGNMENT,
SYSTEM_ASSIGNMENT,
MISSION_TEMPLATE,
COMBAT_EVENT,
INTEL_EVENT,
CAMPAIGN_SITUATION,
CAMPAIGN_ORDERS
};
enum STATUS
{
PENDING,
ACTIVE,
SKIPPED,
FAILED,
COMPLETE
};
CombatAction(int id, int type, int subtype, int team);
~CombatAction();
int operator == (const CombatAction& a) const { return id == a.id; }
bool IsAvailable() const;
void FireAction();
void FailAction();
void AddRequirement(int action, int stat, bool _not = false);
void AddRequirement(Combatant* c1, Combatant* c2, int comp, int score);
void AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel=0);
static int TypeFromName(const char* n);
static int StatusFromName(const char* n);
// accessors/mutators:
int Identity() const { return id; }
int Type() const { return type; }
int Subtype() const { return subtype; }
int OpposingType() const { return opp_type; }
int GetIFF() const { return team; }
int Status() const { return status; }
int Source() const { return source; }
Point Location() const { return loc; }
const char* System() const { return system; }
const char* Region() const { return region; }
const char* Filename() const { return text_file; }
const char* ImageFile() const { return image_file; }
const char* SceneFile() const { return scene_file; }
int Count() const { return count; }
int ExecTime() const { return time; }
int StartBefore() const { return start_before; }
int StartAfter() const { return start_after; }
int MinRank() const { return min_rank; }
int MaxRank() const { return max_rank; }
int Delay() const { return delay; }
int Probability() const { return probability; }
int AssetType() const { return asset_type; }
int AssetId() const { return asset_id; }
List<Text>& AssetKills() { return asset_kills; }
int TargetType() const { return target_type; }
int TargetId() const { return target_id; }
int TargetIFF() const { return target_iff; }
List<Text>& TargetKills() { return target_kills; }
const char* GetText() const { return text; }
void SetType(int t) { type = (char) t; }
void SetSubtype(int s) { subtype = (char) s; }
void SetOpposingType(int t){ opp_type = (char) t; }
void SetIFF(int t) { team = (char) t; }
void SetStatus(int s) { status = (char) s; }
void SetSource(int s) { source = s; }
void SetLocation(const Point& p) { loc = p; }
void SetSystem(Text sys) { system = sys; }
void SetRegion(Text rgn) { region = rgn; }
void SetFilename(Text f) { text_file = f; }
void SetImageFile(Text f) { image_file = f; }
void SetSceneFile(Text f) { scene_file = f; }
void SetCount(int n) { count = (char) n; }
void SetExecTime(int t) { time = t; }
void SetStartBefore(int s) { start_before = s; }
void SetStartAfter(int s) { start_after = s; }
void SetMinRank(int n) { min_rank = (char) n; }
void SetMaxRank(int n) { max_rank = (char) n; }
void SetDelay(int d) { delay = d; }
void SetProbability(int n) { probability = n; }
void SetAssetType(int t) { asset_type = t; }
void SetAssetId(int n) { asset_id = n; }
void SetTargetType(int t) { target_type = t; }
void SetTargetId(int n) { target_id = n; }
void SetTargetIFF(int n) { target_iff = n; }
void SetText(Text t) { text = t; }
private:
int id;
char type;
char subtype;
char opp_type;
char team;
char status;
char min_rank;
char max_rank;
int source;
Point loc;
Text system;
Text region;
Text text_file;
Text image_file;
Text scene_file;
char count;
int start_before;
int start_after;
int delay;
int probability;
int rval;
int time;
Text text;
int asset_type;
int asset_id;
List<Text> asset_kills;
int target_type;
int target_id;
int target_iff;
List<Text> target_kills;
List<CombatActionReq> requirements;
};
// +--------------------------------------------------------------------+
class CombatActionReq {
public:
static const char* TYPENAME() { return "CombatActionReq"; }
enum COMPARISON_OPERATOR {
LT, LE, GT, GE, EQ, // absolute score comparison
RLT, RLE, RGT, RGE, REQ // delta score comparison
};
CombatActionReq(int a, int s, bool n = false)
: action(a), stat(s), _not(n), c1(0), c2(0), comp(0), score(0), intel(0) { }
CombatActionReq(Combatant* a1, Combatant* a2, int comparison, int value)
: action(0), stat(0), _not(0), c1(a1), c2(a2), group_type(0), group_id(0),
comp(comparison), score(value), intel(0) { }
CombatActionReq(Combatant* a1, int gtype, int gid, int comparison, int value, int intel_level=0)
: action(0), stat(0), _not(0), c1(a1), c2(0), group_type(gtype), group_id(gid),
comp(comparison), score(value), intel(intel_level) { }
static int CompFromName(const char* sym);
int action;
int stat;
bool _not;
Combatant* c1;
Combatant* c2;
int comp;
int score;
int intel;
int group_type;
int group_id;
};
#endif // CombatAction_h
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