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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)
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parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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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
+