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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 /StarsEx/SimEvent.h
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 SimEvent_h
+#define SimEvent_h
+
+#include "Types.h"
+#include "List.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Sim;
+class SimRegion;
+class SimObject;
+class SimObserver;
+class SimHyper;
+class CombatGroup;
+class CombatUnit;
+
+// +--------------------------------------------------------------------+
+
+class SimEvent
+{
+public:
+ static const char* TYPENAME() { return "SimEvent"; }
+
+ enum EVENT { LAUNCH=1, DOCK, LAND, EJECT, CRASH, COLLIDE, DESTROYED,
+ MAKE_ORBIT, BREAK_ORBIT, QUANTUM_JUMP,
+ LAUNCH_SHIP, RECOVER_SHIP,
+ FIRE_GUNS, FIRE_MISSILE, DROP_DECOY,
+ GUNS_KILL, MISSILE_KILL,
+ LAUNCH_PROBE, SCAN_TARGET
+ };
+
+ SimEvent(int event, const char* tgt=0, const char* info=0);
+ ~SimEvent();
+
+ int GetEvent() const { return event; }
+ int GetTime() const { return time; }
+ Text GetEventDesc() const;
+ const char* GetTarget() const { return target; }
+ const char* GetInfo() const { return info; }
+ int GetCount() const { return count; }
+
+ void SetTarget(const char* tgt);
+ void SetInfo(const char* info);
+ void SetCount(int count);
+ void SetTime(int time);
+
+private:
+ int event;
+ int time;
+ Text target;
+ Text info;
+ int count;
+};
+
+// +--------------------------------------------------------------------+
+
+class ShipStats
+{
+public:
+ static const char* TYPENAME() { return "ShipStats"; }
+
+ ShipStats(const char* name, int iff=0);
+ ~ShipStats();
+
+ static void Initialize();
+ static void Close();
+ static ShipStats* Find(const char* name);
+ static int NumStats();
+ static ShipStats* GetStats(int i);
+
+ void Summarize();
+
+ const char* GetName() const { return name; }
+ const char* GetType() const { return type; }
+ const char* GetRole() const { return role; }
+ const char* GetRegion() const { return region; }
+ CombatGroup* GetCombatGroup() const { return combat_group; }
+ CombatUnit* GetCombatUnit() const { return combat_unit; }
+ int GetElementIndex() const { return elem_index; }
+ int GetShipClass() const { return ship_class; }
+ int GetIFF() const { return iff; }
+ int GetGunKills() const { return kill1; }
+ int GetMissileKills() const { return kill2; }
+ int GetDeaths() const { return lost; }
+ int GetColls() const { return coll; }
+ int GetPoints() const { return points; }
+ int GetCommandPoints()const { return cmd_points; }
+
+ int GetGunShots() const { return gun_shots; }
+ int GetGunHits() const { return gun_hits; }
+ int GetMissileShots() const { return missile_shots; }
+ int GetMissileHits() const { return missile_hits; }
+
+ bool IsPlayer() const { return player; }
+
+ List<SimEvent>&
+ GetEvents() { return events; }
+ SimEvent* AddEvent(SimEvent* e);
+ SimEvent* AddEvent(int event, const char* tgt=0, const char* info=0);
+ bool HasEvent(int event);
+
+ void SetShipClass(int c) { ship_class = c; }
+ void SetIFF(int i) { iff = i; }
+ void SetType(const char* t);
+ void SetRole(const char* r);
+ void SetRegion(const char* r);
+ void SetCombatGroup(CombatGroup* g);
+ void SetCombatUnit(CombatUnit* u);
+ void SetElementIndex(int n);
+ void SetPlayer(bool p);
+
+ void AddGunShot() { gun_shots++; }
+ void AddGunHit() { gun_hits++; }
+ void AddMissileShot() { missile_shots++; }
+ void AddMissileHit() { missile_hits++; }
+ void AddPoints(int p) { points += p; }
+ void AddCommandPoints(int p) { cmd_points += p; }
+
+private:
+ Text name;
+ Text type;
+ Text role;
+ Text region;
+ CombatGroup* combat_group;
+ CombatUnit* combat_unit;
+ bool player;
+ int elem_index;
+ int ship_class;
+ int iff;
+ int kill1;
+ int kill2;
+ int lost;
+ int coll;
+
+ int gun_shots;
+ int gun_hits;
+
+ int missile_shots;
+ int missile_hits;
+
+ int points;
+ int cmd_points;
+
+ List<SimEvent> events;
+};
+
+#endif // SimEvent_h
+