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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/Element.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/Element.h')
-rw-r--r--Stars45/Element.h171
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diff --git a/Stars45/Element.h b/Stars45/Element.h
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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
- ========
- Package Element (e.g. Flight) class
-*/
-
-#ifndef Element_h
-#define Element_h
-
-#include "Types.h"
-#include "Geometry.h"
-#include "SimObject.h"
-#include "List.h"
-#include "Text.h"
-
-// +--------------------------------------------------------------------+
-
-class Ship;
-class Instruction;
-class RadioMessage;
-
-class CombatGroup;
-class CombatUnit;
-
-// +--------------------------------------------------------------------+
-
-class Element : public SimObserver
-{
-public:
- // CONSTRUCTORS:
- Element(const char* call_sign, int iff, int type=0 /*PATROL*/);
- virtual ~Element();
-
- int operator == (const Element& e) const { return id == e.id; }
-
- // GENERAL ACCESSORS:
- int Identity() const { return id; }
- int Type() const { return type; }
- const Text& Name() const { return name; }
- void SetName(const char* s) { name = s; }
- virtual int GetIFF() const { return iff; }
- int Player() const { return player; }
- void SetPlayer(int p) { player = p; }
- DWORD GetLaunchTime() const { return launch_time; }
- void SetLaunchTime(DWORD t);
- int IntelLevel() const { return intel; }
- void SetIntelLevel(int i) { intel = i; }
-
- // ELEMENT COMPONENTS:
- int NumShips() const { return ships.size(); }
- int AddShip(Ship*, int index=-1);
- void DelShip(Ship*);
- Ship* GetShip(int index);
- int GetShipClass();
- int FindIndex(const Ship* s);
- bool Contains(const Ship* s);
- bool IsActive() const;
- bool IsFinished() const;
- bool IsNetObserver() const;
- bool IsSquadron() const;
- bool IsStatic() const;
- bool IsHostileTo(const Ship* s) const;
- bool IsHostileTo(int iff_code) const;
- bool IsObjectiveTargetOf(const Ship* s) const;
- bool IsRogue() const { return rogue; }
- bool IsPlayable() const { return playable; }
- int* Loadout() { return load; }
-
- void SetRogue(bool r) { rogue = r; }
- void SetPlayable(bool p) { playable = p; }
- void SetLoadout(int* l);
- virtual void SetIFF(int iff);
-
- virtual void ExecFrame(double seconds);
- virtual bool Update(SimObject* obj);
- virtual const char* GetObserverName() const;
-
- // OBJECTIVES:
- void ClearObjectives();
- void AddObjective(Instruction* obj);
- Instruction* GetObjective(int index);
- Instruction* GetTargetObjective();
- int NumObjectives() const { return objectives.size(); }
-
- void ClearInstructions();
- void AddInstruction(const char* instr);
- Text GetInstruction(int index);
- int NumInstructions() const { return instructions.size(); }
-
- // ORDERS AND NAVIGATION:
- double GetHoldTime();
- void SetHoldTime(double t);
- bool GetZoneLock();
- void SetZoneLock(bool z);
- void AddNavPoint(Instruction* pt, Instruction* afterPoint=0, bool send=true);
- void DelNavPoint(Instruction* pt, bool send=true);
- void ClearFlightPlan(bool send=true);
- Instruction* GetNextNavPoint();
- int GetNavIndex(const Instruction* n);
- List<Instruction>& GetFlightPlan();
- int FlightPlanLength();
- virtual void HandleRadioMessage(RadioMessage* msg);
-
- // CHAIN OF COMMAND:
- Element* GetCommander() const { return commander; }
- void SetCommander(Element* e) { commander = e; }
- Element* GetAssignment() const { return assignment; }
- void SetAssignment(Element* e) { assignment = e; }
- void ResumeAssignment();
- bool CanCommand(Element* e);
- Ship* GetCarrier() const { return carrier; }
- void SetCarrier(Ship* c) { carrier = c; }
- int GetCommandAILevel() const { return command_ai; }
- void SetCommandAILevel(int n) { command_ai = n; }
- const Text& GetSquadron() const { return squadron; }
- void SetSquadron(const char* s) { squadron = s; }
-
- // DYNAMIC CAMPAIGN:
- CombatGroup* GetCombatGroup() { return combat_group; }
- void SetCombatGroup(CombatGroup* g) { combat_group = g; }
- CombatUnit* GetCombatUnit() { return combat_unit; }
- void SetCombatUnit(CombatUnit* u) { combat_unit = u; }
-
- // SQUADRON STUFF:
- int GetCount() const { return count; }
- void SetCount(int n) { count = n; }
-
-protected:
- int id;
- int iff;
- int type;
- int player;
- int command_ai;
- int respawns;
- int intel;
- Text name;
-
- // squadron elements only:
- int count;
-
- List<Ship> ships;
- List<Text> ship_names;
- List<Text> instructions;
- List<Instruction> objectives;
- List<Instruction> flight_plan;
-
- Element* commander;
- Element* assignment;
- Ship* carrier;
- Text squadron;
-
- CombatGroup* combat_group;
- CombatUnit* combat_unit;
- DWORD launch_time;
- double hold_time;
-
- bool rogue;
- bool playable;
- bool zone_lock;
- int load[16];
-};
-
-#endif // Element_h
-