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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 Sim_h
+#define Sim_h
+
+#include "Types.h"
+#include "Universe.h"
+#include "Scene.h"
+#include "Physical.h"
+#include "Geometry.h"
+#include "List.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Sim;
+class SimRegion;
+class SimObject;
+class SimObserver;
+class SimHyper;
+class SimSplash;
+
+class StarSystem;
+class Orbital;
+class OrbitalRegion;
+class Asteroid;
+
+class NetGame;
+
+class CameraDirector;
+class Contact;
+class Ship;
+class ShipDesign;
+class System;
+class Element;
+class Shot;
+class Drone;
+class Explosion;
+class Debris;
+class WeaponDesign;
+class MotionController;
+class Dust;
+class Grid;
+class Mission;
+class MissionElement;
+class MissionEvent;
+class Hangar;
+class FlightDeck;
+
+class Terrain;
+class TerrainPatch;
+
+class Model;
+
+// +--------------------------------------------------------------------+
+
+class Sim : public Universe
+{
+ friend class SimRegion;
+
+public:
+ enum { REAL_SPACE, AIR_SPACE };
+
+ Sim(MotionController* ctrl);
+ virtual ~Sim();
+
+ static Sim* GetSim() { return sim; }
+
+ virtual void ExecFrame(double seconds);
+
+ void LoadMission(Mission* msn, bool preload_textures=false);
+ void ExecMission();
+ void CommitMission();
+ void UnloadMission();
+
+ void NextView();
+ void ShowGrid(int show = true);
+ bool GridShown() const;
+
+ const char* FindAvailCallsign(int IFF);
+ Element* CreateElement(const char* callsign, int IFF, int type=0/*PATROL*/);
+ void DestroyElement(Element* elem);
+ Ship* CreateShip(const char* name,
+ const char* reg_num,
+ ShipDesign* design,
+ const char* rgn_name,
+ const Point& loc,
+ int IFF=0,
+ int cmd_ai=0,
+ const int* loadout=0);
+ Ship* FindShip(const char* name, const char* rgn_name=0);
+ Shot* CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* d, const Ship* ship=0, SimRegion* rgn=0);
+ Explosion* CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn=0, SimObject* source=0, System* sys=0);
+ Debris* CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn=0);
+ Asteroid* CreateAsteroid(const Point& pos, int type, double mass, SimRegion* rgn=0);
+ void CreateSplashDamage(Ship* ship);
+ void CreateSplashDamage(Shot* shot);
+ void DestroyShip(Ship* ship);
+ void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);
+
+ virtual Ship* FindShipByObjID(DWORD objid);
+ virtual Shot* FindShotByObjID(DWORD objid);
+
+ Mission* GetMission() { return mission; }
+ List<MissionEvent>& GetEvents() { return events; }
+ List<SimRegion>& GetRegions() { return regions; }
+ SimRegion* FindRegion(const char* name);
+ SimRegion* FindRegion(OrbitalRegion* rgn);
+ SimRegion* FindNearestSpaceRegion(SimObject* object);
+ SimRegion* FindNearestSpaceRegion(Orbital* body);
+ SimRegion* FindNearestTerrainRegion(SimObject* object);
+ SimRegion* FindNearestRegion(SimObject* object, int type);
+ bool ActivateRegion(SimRegion* rgn);
+
+ void RequestHyperJump(Ship* obj,
+ SimRegion* rgn,
+ const Point& loc,
+ int type=0,
+ Ship* fc_src=0,
+ Ship* fc_dst=0);
+
+ SimRegion* GetActiveRegion() { return active_region; }
+ StarSystem* GetStarSystem() { return star_system; }
+ List<StarSystem>& GetSystemList();
+ Scene* GetScene() { return &scene; }
+ Ship* GetPlayerShip();
+ Element* GetPlayerElement();
+ Orbital* FindOrbitalBody(const char* name);
+
+ void SetSelection(Ship* s);
+ bool IsSelected(Ship* s);
+ ListIter<Ship> GetSelection();
+ void ClearSelection();
+ void AddSelection(Ship* s);
+
+ void SetTestMode(bool t=true);
+
+ bool IsTestMode() const { return test_mode; }
+ bool IsNetGame() const { return netgame != 0; }
+ bool IsActive() const;
+ bool IsComplete() const;
+
+ MotionController* GetControls() const { return ctrl; }
+
+ Element* FindElement(const char* name);
+ List<Element>& GetElements() { return elements; }
+
+ int GetAssignedElements(Element* elem, List<Element>& assigned);
+
+ void SkipCutscene();
+ void ResolveTimeSkip(double seconds);
+ void ResolveHyperList();
+ void ResolveSplashList();
+
+ void ExecEvents(double seconds);
+ void ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0);
+ double MissionClock() const;
+ DWORD StartTime() const { return start_time; }
+
+ // Create a list of mission elements based on the current
+ // state of the simulation. Used for multiplayer join in progress.
+ ListIter<MissionElement> GetMissionElements();
+
+protected:
+ void CreateRegions();
+ void CreateElements();
+ void CopyEvents();
+ void BuildLinks();
+
+ // Convert a single live element into a mission element
+ // that can be serialized over the net.
+ MissionElement* CreateMissionElement(Element* elem);
+ Hangar* FindSquadron(const char* name, int& index);
+
+ static Sim* sim;
+ SimRegion* active_region;
+ StarSystem* star_system;
+ Scene scene;
+ Dust* dust;
+ CameraDirector* cam_dir;
+
+ List<SimRegion> regions;
+ List<SimRegion> rgn_queue;
+ List<SimHyper> jumplist;
+ List<SimSplash> splashlist;
+ List<Element> elements;
+ List<Element> finished;
+ List<MissionEvent> events;
+ List<MissionElement> mission_elements;
+
+ MotionController* ctrl;
+
+ bool test_mode;
+ bool grid_shown;
+ Mission* mission;
+
+ NetGame* netgame;
+ DWORD start_time;
+};
+
+// +--------------------------------------------------------------------+
+
+class SimRegion
+{
+ friend class Sim;
+
+public:
+ static const char* TYPENAME() { return "SimRegion"; }
+
+ enum { REAL_SPACE, AIR_SPACE };
+
+ SimRegion(Sim* sim, const char* name, int type);
+ SimRegion(Sim* sim, OrbitalRegion* rgn);
+ virtual ~SimRegion();
+
+ int operator == (const SimRegion& r) const { return (sim==r.sim) && (name==r.name); }
+ int operator < (const SimRegion& r) const;
+ int operator <= (const SimRegion& r) const;
+
+ virtual void Activate();
+ virtual void Deactivate();
+ virtual void ExecFrame(double seconds);
+ void ShowGrid(int show = true);
+ void NextView();
+ Ship* FindShip(const char* name);
+ Ship* GetPlayerShip() { return player_ship; }
+ void SetPlayerShip(Ship* ship);
+ OrbitalRegion* GetOrbitalRegion() { return orbital_region; }
+ Terrain* GetTerrain() { return terrain; }
+ bool IsActive() const { return active; }
+ bool IsAirSpace() const { return type == AIR_SPACE; }
+ bool IsOrbital() const { return type == REAL_SPACE; }
+ bool CanTimeSkip()const;
+
+ virtual Ship* FindShipByObjID(DWORD objid);
+ virtual Shot* FindShotByObjID(DWORD objid);
+
+ virtual void InsertObject(Ship* ship);
+ virtual void InsertObject(Shot* shot);
+ virtual void InsertObject(Explosion* explosion);
+ virtual void InsertObject(Debris* debris);
+ virtual void InsertObject(Asteroid* asteroid);
+
+ const char* Name() const { return name; }
+ int Type() const { return type; }
+ int NumShips() { return ships.size(); }
+ List<Ship>& Ships() { return ships; }
+ List<Ship>& Carriers() { return carriers; }
+ List<Shot>& Shots() { return shots; }
+ List<Drone>& Drones() { return drones; }
+ List<Debris>& Rocks() { return debris; }
+ List<Asteroid>& Roids() { return asteroids; }
+ List<Explosion>& Explosions() { return explosions; }
+ List<SimRegion>& Links() { return links; }
+ StarSystem* System() { return star_system; }
+
+ Point Location() const { return location; }
+
+ void SetSelection(Ship* s);
+ bool IsSelected(Ship* s);
+ ListIter<Ship> GetSelection();
+ void ClearSelection();
+ void AddSelection(Ship* s);
+
+ List<Contact>& TrackList(int iff);
+
+ void ResolveTimeSkip(double seconds);
+
+protected:
+ void CommitMission();
+ void TranslateObject(SimObject* object);
+
+ void AttachPlayerShip(int index);
+ void DestroyShips();
+ void DestroyShip(Ship* ship);
+ void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);
+
+ void UpdateSky(double seconds, const Point& ref);
+ void UpdateShips(double seconds);
+ void UpdateShots(double seconds);
+ void UpdateExplosions(double seconds);
+ void UpdateTracks(double seconds);
+
+ void DamageShips();
+ void CollideShips();
+ void CrashShips();
+ void DockShips();
+
+ Sim* sim;
+ Text name;
+ int type;
+ StarSystem* star_system;
+ OrbitalRegion* orbital_region;
+ Point location;
+ Grid* grid;
+ Terrain* terrain;
+ bool active;
+
+ Ship* player_ship;
+ int current_view;
+ List<Ship> ships;
+ List<Ship> carriers;
+ List<Ship> selection;
+ List<Ship> dead_ships;
+ List<Shot> shots;
+ List<Drone> drones;
+ List<Explosion> explosions;
+ List<Debris> debris;
+ List<Asteroid> asteroids;
+ List<Contact> track_database[5];
+ List<SimRegion> links;
+
+ DWORD sim_time;
+ int ai_index;
+};
+
+#endif // Sim_h
+