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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
========
*/
#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
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