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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/Mission.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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-rw-r--r--Stars45/Mission.h425
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diff --git a/Stars45/Mission.h b/Stars45/Mission.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
- ========
- Simulation Universe and Region classes
-*/
-
-#ifndef Mission_h
-#define Mission_h
-
-#include "Types.h"
-#include "Intel.h"
-#include "RLoc.h"
-#include "Universe.h"
-#include "Scene.h"
-#include "Skin.h"
-#include "Physical.h"
-#include "Geometry.h"
-#include "List.h"
-#include "Text.h"
-
-// +--------------------------------------------------------------------+
-
-class Mission;
-class MissionElement;
-class MissionLoad;
-class MissionEvent;
-class MissionShip;
-
-class CombatGroup;
-class CombatUnit;
-
-class Ship;
-class System;
-class Element;
-class ShipDesign;
-class WeaponDesign;
-class StarSystem;
-class Instruction;
-
-class Term;
-class TermArray;
-class TermStruct;
-
-// +--------------------------------------------------------------------+
-
-class Mission
-{
-public:
- static const char* TYPENAME() { return "Mission"; }
-
- enum TYPE
- {
- PATROL,
- SWEEP,
- INTERCEPT,
- AIR_PATROL,
- AIR_SWEEP,
- AIR_INTERCEPT,
- STRIKE, // ground attack
- ASSAULT, // starship attack
- DEFEND,
- ESCORT,
- ESCORT_FREIGHT,
- ESCORT_SHUTTLE,
- ESCORT_STRIKE,
- INTEL,
- SCOUT,
- RECON,
- BLOCKADE,
- FLEET,
- BOMBARDMENT,
- FLIGHT_OPS,
- TRANSPORT,
- CARGO,
- TRAINING,
- OTHER
- };
-
- Mission(int id, const char* filename=0, const char* path=0);
- virtual ~Mission();
-
- int operator == (const Mission& m) const { return id == m.id; }
-
- virtual void Validate();
- virtual bool Load(const char* filename=0, const char* path=0);
- virtual bool Save();
- virtual bool ParseMission(const char* buffer);
- virtual void SetPlayer(MissionElement* player_element);
- virtual MissionElement* GetPlayer();
-
- // accessors/mutators:
- int Identity() const { return id; }
- const char* FileName() const { return filename; }
- const char* Name() const { return name; }
- const char* Description() const { return desc; }
- const char* Situation() const { return sitrep; }
- const char* Objective() const { return objective; }
- const char* Subtitles() const;
- int Start() const { return start; }
- double Stardate() const { return stardate; }
- int Type() const { return type; }
- const char* TypeName() const { return RoleName(type); }
- int Team() const { return team; }
- bool IsOK() const { return ok; }
- bool IsActive() const { return active; }
- bool IsComplete() const { return complete; }
-
- StarSystem* GetStarSystem() const { return star_system; }
- List<StarSystem>& GetSystemList() { return system_list; }
- const char* GetRegion() const { return region; }
-
- List<MissionElement>& GetElements() { return elements; }
- virtual MissionElement* FindElement(const char* name);
- virtual void AddElement(MissionElement* elem);
-
- List<MissionEvent>& GetEvents() { return events; }
- MissionEvent* FindEvent(int event_type) const;
- virtual void AddEvent(MissionEvent* event);
-
- MissionElement* GetTarget() const { return target; }
- MissionElement* GetWard() const { return ward; }
-
- void SetName(const char* n) { name = n; }
- void SetDescription(const char* d) { desc = d; }
- void SetSituation(const char* sit) { sitrep = sit; }
- void SetObjective(const char* obj) { objective = obj; }
- void SetStart(int s) { start = s; }
- void SetType(int t) { type = t; }
- void SetTeam(int iff) { team = iff; }
- void SetStarSystem(StarSystem* s);
- void SetRegion(const char* rgn) { region = rgn; }
- void SetOK(bool a) { ok = a; }
- void SetActive(bool a) { active = a; }
- void SetComplete(bool c) { complete = c; }
- void SetTarget(MissionElement* t) { target = t; }
- void SetWard(MissionElement* w) { ward = w; }
-
- void ClearSystemList();
-
- void IncreaseElemPriority(int index);
- void DecreaseElemPriority(int index);
- void IncreaseEventPriority(int index);
- void DecreaseEventPriority(int index);
-
- static const char* RoleName(int role);
- static int TypeFromName(const char* n);
-
- Text ErrorMessage() const { return errmsg; }
- void AddError(Text err);
-
- Text Serialize(const char* player_elem=0, int player_index=0);
-
-protected:
- MissionElement* ParseElement(TermStruct* val);
- MissionEvent* ParseEvent(TermStruct* val);
- MissionShip* ParseShip(TermStruct* val, MissionElement* element);
- Instruction* ParseInstruction(TermStruct* val, MissionElement* element);
- void ParseLoadout(TermStruct* val, MissionElement* element);
- RLoc* ParseRLoc(TermStruct* val);
-
- int id;
- char filename[64];
- char path[64];
- Text region;
- Text name;
- Text desc;
- int type;
- int team;
- int start;
- double stardate;
- bool ok;
- bool active;
- bool complete;
- bool degrees;
- Text objective;
- Text sitrep;
- Text errmsg;
- Text subtitles;
- StarSystem* star_system;
- List<StarSystem> system_list;
-
- List<MissionElement> elements;
- List<MissionEvent> events;
-
- MissionElement* target;
- MissionElement* ward;
- MissionElement* current;
-};
-
-// +--------------------------------------------------------------------+
-
-class MissionElement
-{
- friend class Mission;
-
-public:
- static const char* TYPENAME() { return "MissionElement"; }
-
- MissionElement();
- ~MissionElement();
-
- int operator == (const MissionElement& r) const { return id == r.id; }
-
- int Identity() const { return id; }
- const Text& Name() const { return name; }
- Text Abbreviation() const;
- const Text& Carrier() const { return carrier; }
- const Text& Commander() const { return commander; }
- const Text& Squadron() const { return squadron; }
- const Text& Path() const { return path; }
- int ElementID() const { return elem_id; }
- const ShipDesign* GetDesign() const { return design; }
- const Skin* GetSkin() const { return skin; }
- int Count() const { return count; }
- int MaintCount() const { return maint_count; }
- int DeadCount() const { return dead_count; }
- int GetIFF() const { return IFF_code; }
- int IntelLevel() const { return intel; }
- int MissionRole() const { return mission_role; }
- int Player() const { return player; }
- Text RoleName() const;
- Color MarkerColor() const;
- bool IsStarship() const;
- bool IsDropship() const;
- bool IsStatic() const;
- bool IsGroundUnit() const;
- bool IsSquadron() const;
- bool IsCarrier() const;
- bool IsAlert() const { return alert; }
- bool IsPlayable() const { return playable; }
- bool IsRogue() const { return rogue; }
- bool IsInvulnerable() const { return invulnerable; }
- int RespawnCount() const { return respawns; }
- int HoldTime() const { return hold_time; }
- int CommandAI() const { return command_ai; }
- int ZoneLock() const { return zone_lock; }
-
- const Text& Region() const { return rgn_name; }
- Point Location() const;
- RLoc& GetRLoc() { return rloc; }
- double Heading() const { return heading; }
-
- Text GetShipName(int n) const;
- Text GetRegistry(int n) const;
-
- List<Instruction>& Objectives() { return objectives; }
- List<Text>& Instructions() { return instructions; }
- List<Instruction>& NavList() { return navlist; }
- List<MissionLoad>& Loadouts() { return loadouts; }
- List<MissionShip>& Ships() { return ships; }
-
- void SetName(const char* n) { name = n; }
- void SetCarrier(const char* c) { carrier = c; }
- void SetCommander(const char* c) { commander = c; }
- void SetSquadron(const char* s) { squadron = s; }
- void SetPath(const char* p) { path = p; }
- void SetElementID(int id) { elem_id = id; }
- void SetDesign(const ShipDesign* d){ design = d; }
- void SetSkin(const Skin* s) { skin = s; }
- void SetCount(int n) { count = n; }
- void SetMaintCount(int n) { maint_count = n; }
- void SetDeadCount(int n) { dead_count = n; }
- void SetIFF(int iff) { IFF_code = iff; }
- void SetIntelLevel(int i) { intel = i; }
- void SetMissionRole(int r) { mission_role = r; }
- void SetPlayer(int p) { player = p; }
- void SetPlayable(bool p) { playable = p; }
- void SetRogue(bool r) { rogue = r; }
- void SetInvulnerable(bool n) { invulnerable = n; }
- void SetAlert(bool a) { alert = a; }
- void SetCommandAI(int a) { command_ai = a; }
- void SetRegion(const char* rgn) { rgn_name = rgn; }
- void SetLocation(const Point& p);
- void SetRLoc(const RLoc& r);
- void SetHeading(double h) { heading = h; }
- void SetRespawnCount(int r) { respawns = r; }
- void SetHoldTime(int t) { hold_time = t; }
- void SetZoneLock(int z) { zone_lock = z; }
-
- void AddNavPoint(Instruction* pt, Instruction* afterPoint=0);
- void DelNavPoint(Instruction* pt);
- void ClearFlightPlan();
- int GetNavIndex(const Instruction* n);
-
- void AddObjective(Instruction* obj) { objectives.append(obj); }
- void AddInstruction(const char* i) { instructions.append(new Text(i)); }
-
- CombatGroup* GetCombatGroup() { return combat_group; }
- void SetCombatGroup(CombatGroup* g) { combat_group = g; }
- CombatUnit* GetCombatUnit() { return combat_unit; }
- void SetCombatUnit(CombatUnit* u) { combat_unit = u; }
-
-protected:
- int id;
- Text name;
- Text carrier;
- Text commander;
- Text squadron;
- Text path;
- int elem_id;
- const ShipDesign* design;
- const Skin* skin;
- int count;
- int maint_count;
- int dead_count;
- int IFF_code;
- int mission_role;
- int intel;
- int respawns;
- int hold_time;
- int zone_lock;
- int player;
- int command_ai;
- bool alert;
- bool playable;
- bool rogue;
- bool invulnerable;
-
- Text rgn_name;
- RLoc rloc;
- double heading;
-
- CombatGroup* combat_group;
- CombatUnit* combat_unit;
-
- List<Instruction> objectives;
- List<Text> instructions;
- List<Instruction> navlist;
- List<MissionLoad> loadouts;
- List<MissionShip> ships;
-};
-
-// +--------------------------------------------------------------------+
-
-class MissionLoad
-{
- friend class Mission;
-
-public:
- static const char* TYPENAME() { return "MissionLoad"; }
-
- MissionLoad(int ship=-1, const char* name=0);
- ~MissionLoad();
-
- int GetShip() const;
- void SetShip(int ship);
-
- Text GetName() const;
- void SetName(Text name);
-
- int* GetStations();
- int GetStation(int index);
- void SetStation(int index, int selection);
-
-protected:
- int ship;
- Text name;
- int load[16];
-};
-
-// +--------------------------------------------------------------------+
-
-class MissionShip
-{
- friend class Mission;
-
-public:
- static const char* TYPENAME() { return "MissionShip"; }
-
- MissionShip();
- ~MissionShip() { }
-
- const Text& Name() const { return name; }
- const Text& RegNum() const { return regnum; }
- const Text& Region() const { return region; }
- const Skin* GetSkin() const { return skin; }
- const Point& Location() const { return loc; }
- const Point& Velocity() const { return velocity; }
- int Respawns() const { return respawns; }
- double Heading() const { return heading; }
- double Integrity() const { return integrity; }
- int Decoys() const { return decoys; }
- int Probes() const { return probes; }
- const int* Ammo() const { return ammo; }
- const int* Fuel() const { return fuel; }
-
- void SetName(const char* n) { name = n; }
- void SetRegNum(const char* n) { regnum = n; }
- void SetRegion(const char* n) { region = n; }
- void SetSkin(const Skin* s) { skin = s; }
- void SetLocation(const Point& p) { loc = p; }
- void SetVelocity(const Point& p) { velocity = p; }
- void SetRespawns(int r) { respawns = r; }
- void SetHeading(double h) { heading = h; }
- void SetIntegrity(double n) { integrity = n; }
- void SetDecoys(int d) { decoys = d; }
- void SetProbes(int p) { probes = p; }
- void SetAmmo(const int* a);
- void SetFuel(const int* f);
-
-protected:
- Text name;
- Text regnum;
- Text region;
- const Skin* skin;
- Point loc;
- Point velocity;
- int respawns;
- double heading;
- double integrity;
- int decoys;
- int probes;
- int ammo[16];
- int fuel[4];
-};
-
-#endif // Mission_h
-