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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
+ ========
+ 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
+