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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
    ========
*/

#ifndef CombatGroup_h
#define CombatGroup_h

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

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

class Campaign;
class Combatant;
class CombatGroup;
class CombatUnit;
class CombatZone;
class CombatAssignment;

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

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

    enum GROUP_TYPE {
        FORCE = 1,           // Commander In Chief

        WING,                // Air Force
        INTERCEPT_SQUADRON,  // a2a fighter
        FIGHTER_SQUADRON,    // multi-role fighter
        ATTACK_SQUADRON,     // strike / attack
        LCA_SQUADRON,        // landing craft

        FLEET,               // Navy
        DESTROYER_SQUADRON,  // destroyer
        BATTLE_GROUP,        // heavy cruiser(s)
        CARRIER_GROUP,       // fleet carrier

        BATTALION,           // Army
        MINEFIELD,
        BATTERY,
        MISSILE,
        STATION,             // orbital station
        STARBASE,            // planet-side base

        C3I,                 // Command, Control, Communications, Intelligence
        COMM_RELAY,
        EARLY_WARNING,
        FWD_CONTROL_CTR,
        ECM,

        SUPPORT,
        COURIER,
        MEDICAL,
        SUPPLY,
        REPAIR,

        CIVILIAN,            // root for civilian groups

        WAR_PRODUCTION,
        FACTORY,
        REFINERY,
        RESOURCE,

        INFRASTRUCTURE,
        TRANSPORT,
        NETWORK,
        HABITAT,
        STORAGE,

        NON_COM,             // other civilian traffic
        FREIGHT,
        PASSENGER,
        PRIVATE
    };

    CombatGroup(int t, int n, const char* s, int i, int e, CombatGroup* p=0);
    ~CombatGroup();

    // comparison operators are used to sort combat groups into a priority list
    // in DESCENDING order, so the sense of the comparison is backwards from
    // usual...
    int operator <  (const CombatGroup& g)  const { return value >  g.value; }
    int operator <= (const CombatGroup& g)  const { return value >= g.value; }
    int operator == (const CombatGroup& g)  const { return this  == &g;      }

    // operations:
    static CombatGroup*  LoadOrderOfBattle(const char* fname, int iff, Combatant* combatant);
    static void          SaveOrderOfBattle(const char* fname, CombatGroup* force);
    static void          MergeOrderOfBattle(BYTE* block, const char* fname, int iff, Combatant* combatant, Campaign* campaign);

    void                 AddComponent(CombatGroup* g);
    CombatGroup*         FindGroup(int t, int n=-1);
    CombatGroup*         Clone(bool deep=true);

    // accessors and mutators:
    const char* GetDescription()           const;
    const char* GetShortDescription()      const;

    void                 SetCombatant(Combatant* c) { combatant = c; }

    Combatant*           GetCombatant()          { return combatant;  }
    CombatGroup*         GetParent()             { return parent;     }
    List<CombatGroup>&   GetComponents()         { return components; }
    List<CombatGroup>&   GetLiveComponents()     { return live_comp;  }
    List<CombatUnit>&    GetUnits()              { return units;      }
    CombatUnit*          GetRandomUnit();
    CombatUnit*          GetFirstUnit();
    CombatUnit*          GetNextUnit();
    CombatUnit*          FindUnit(const char* name);
    CombatGroup*         FindCarrier();

    const Text&    Name()                        const { return name;       }
    int            Type()                        const { return type;       }
    int            CountUnits()                  const;
    int            IntelLevel()                  const { return enemy_intel;}
    int            GetID()                       const { return id;         }
    int            GetIFF()                      const { return iff;        }
    Point          Location()                    const { return location;   }
    void           MoveTo(const Point& loc);
    const Text&    GetRegion()                   const { return region;     }
    void           SetRegion(Text rgn)                 { region = rgn;      }
    void           AssignRegion(Text rgn);
    int            Value()                       const { return value;      }
    int            Sorties()                     const { return sorties;    }
    void           SetSorties(int n)                   { sorties = n;       }
    int            Kills()                       const { return kills;      }
    void           SetKills(int n)                     { kills = n;         }
    int            Points()                      const { return points;     }
    void           SetPoints(int n)                    { points = n;        }
    int            UnitIndex()                   const { return unit_index; }

    double         GetNextJumpTime()             const;

    double         GetPlanValue()                const { return plan_value; }
    void           SetPlanValue(double v)              { plan_value = v;    }

    bool           IsAssignable()                const;
    bool           IsTargetable()                const;
    bool           IsDefensible()                const;
    bool           IsStrikeTarget()              const;
    bool           IsMovable()                   const;
    bool           IsFighterGroup()              const;
    bool           IsStarshipGroup()             const;
    bool           IsReserve()                   const;

    // these two methods return zero terminated arrays of
    // integers identifying the preferred assets for attack
    // or defense in priority order:
    static const int* PreferredAttacker(int type);
    static const int* PreferredDefender(int type);

    bool           IsExpanded()                  const { return expanded; }
    void           SetExpanded(bool e)                 { expanded = e;    }

    const Text&    GetAssignedSystem()           const { return assigned_system; }
    void           SetAssignedSystem(const char* s);
    CombatZone*    GetCurrentZone()              const { return current_zone;  }
    void           SetCurrentZone(CombatZone* z)       { current_zone = z;     }
    CombatZone*    GetAssignedZone()             const { return assigned_zone; }
    void           SetAssignedZone(CombatZone* z);
    void           ClearUnlockedZones();
    bool           IsZoneLocked()                const { return assigned_zone && zone_lock;   }
    void           SetZoneLock(bool lock=true);
    bool           IsSystemLocked()              const { return assigned_system.length() > 0; }

    const Text&    GetStrategicDirection()       const { return strategic_direction; }
    void           SetStrategicDirection(Text dir)     { strategic_direction = dir;  }

    void           SetIntelLevel(int n);
    int            CalcValue();

    List<CombatAssignment>& GetAssignments()           { return assignments; }
    void                    ClearAssignments();

    static int           TypeFromName(const char* name);
    static const char*   NameFromType(int type);

private:
    const char* GetOrdinal()               const;

    // attributes:
    int                  type;
    int                  id;
    Text                 name;
    int                  iff;
    int                  enemy_intel;

    double               plan_value; // scratch pad for plan modules

    List<CombatUnit>     units;
    List<CombatGroup>    components;
    List<CombatGroup>    live_comp;
    Combatant*           combatant;
    CombatGroup*         parent;
    Text                 region;
    Point                location;
    int                  value;
    int                  unit_index;

    int                  sorties;
    int                  kills;
    int                  points;

    bool                 expanded;   // for tree control

    Text                    assigned_system;
    CombatZone*             current_zone;
    CombatZone*             assigned_zone;
    bool                    zone_lock;
    List<CombatAssignment>  assignments;

    Text                 strategic_direction;
};

#endif  // CombatGroup_h