diff options
Diffstat (limited to 'Stars45/Campaign.h')
-rw-r--r-- | Stars45/Campaign.h | 588 |
1 files changed, 306 insertions, 282 deletions
diff --git a/Stars45/Campaign.h b/Stars45/Campaign.h index fa828c1..4465186 100644 --- a/Stars45/Campaign.h +++ b/Stars45/Campaign.h @@ -1,282 +1,306 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2006. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Campaign.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Campaign defines a strategic military scenario. This class
- owns (or generates) the Mission list that defines the action
- in the campaign.
-*/
-
-#ifndef Campaign_h
-#define Campaign_h
-
-#include "Types.h"
-#include "Bitmap.h"
-#include "Geometry.h"
-#include "Text.h"
-#include "Term.h"
-#include "List.h"
-
-// +--------------------------------------------------------------------+
-
-class Campaign;
-class CampaignPlan;
-class Combatant;
-class CombatAction;
-class CombatEvent;
-class CombatGroup;
-class CombatUnit;
-class CombatZone;
-class DataLoader;
-class Mission;
-class MissionTemplate;
-class StarSystem;
-
-// +--------------------------------------------------------------------+
-
-class MissionInfo
-{
-public:
- static const char* TYPENAME() { return "MissionInfo"; }
-
- MissionInfo();
- ~MissionInfo();
-
- int operator == (const MissionInfo& m) const { return id == m.id; }
- int operator < (const MissionInfo& m) const { return id < m.id; }
- int operator <= (const MissionInfo& m) const { return id <= m.id; }
-
- bool IsAvailable();
-
- int id;
- Text name;
- Text player_info;
- Text description;
- Text system;
- Text region;
- Text script;
- int start;
- int type;
-
- int min_rank;
- int max_rank;
- int action_id;
- int action_status;
- int exec_once;
- int start_before;
- int start_after;
-
- Mission* mission;
-};
-
-class TemplateList
-{
-public:
- static const char* TYPENAME() { return "TemplateList"; }
-
- TemplateList();
- ~TemplateList();
-
- int mission_type;
- int group_type;
- int index;
- List<MissionInfo> missions;
-};
-
-// +--------------------------------------------------------------------+
-
-class Campaign
-{
-public:
- static const char* TYPENAME() { return "Campaign"; }
-
- enum CONSTANTS {
- TRAINING_CAMPAIGN = 1,
- DYNAMIC_CAMPAIGN,
- MOD_CAMPAIGN = 100,
- SINGLE_MISSIONS = 1000,
- MULTIPLAYER_MISSIONS,
- CUSTOM_MISSIONS,
-
- NUM_IMAGES = 6
- };
-
- enum STATUS {
- CAMPAIGN_INIT,
- CAMPAIGN_ACTIVE,
- CAMPAIGN_SUCCESS,
- CAMPAIGN_FAILED
- };
-
- Campaign(int id, const char* name=0);
- Campaign(int id, const char* name, const char* path);
- virtual ~Campaign();
-
- int operator == (const Campaign& s) const { return name == s.name; }
- int operator < (const Campaign& s) const { return campaign_id < s.campaign_id; }
-
- // operations:
- virtual void Load();
- virtual void Prep();
- virtual void Start();
- virtual void ExecFrame();
- virtual void Unload();
-
- virtual void Clear();
- virtual void CommitExpiredActions();
- virtual void LockoutEvents(int seconds);
- virtual void CheckPlayerGroup();
- void CreatePlanners();
-
- // accessors:
- const char* Name() const { return name; }
- const char* Description() const { return description; }
- const char* Path() const { return path; }
-
- const char* Situation() const { return situation; }
- const char* Orders() const { return orders; }
-
- void SetSituation(const char* s) { situation = s; }
- void SetOrders(const char* o) { orders = o; }
-
- int GetPlayerTeamScore();
- List<MissionInfo>& GetMissionList() { return missions; }
- List<Combatant>& GetCombatants() { return combatants; }
- List<CombatZone>& GetZones() { return zones; }
- List<StarSystem>& GetSystemList() { return systems; }
- List<CombatAction>& GetActions() { return actions; }
- List<CombatEvent>& GetEvents() { return events; }
- CombatEvent* GetLastEvent();
-
- CombatAction* FindAction(int id);
-
- int CountNewEvents() const;
-
- int GetPlayerIFF();
- CombatGroup* GetPlayerGroup() { return player_group; }
- void SetPlayerGroup(CombatGroup* pg);
- CombatUnit* GetPlayerUnit() { return player_unit; }
- void SetPlayerUnit(CombatUnit* pu);
-
- Combatant* GetCombatant(const char* name);
- CombatGroup* FindGroup(int iff, int type, int id);
- CombatGroup* FindGroup(int iff, int type, CombatGroup* near_group=0);
- CombatGroup* FindStrikeTarget(int iff, CombatGroup* strike_group);
-
- StarSystem* GetSystem(const char* sys);
- CombatZone* GetZone(const char* rgn);
- MissionInfo* CreateNewMission();
- void DeleteMission(int id);
- Mission* GetMission();
- Mission* GetMission(int id);
- Mission* GetMissionByFile(const char* filename);
- MissionInfo* GetMissionInfo(int id);
- MissionInfo* FindMissionTemplate(int msn_type, CombatGroup* player_group);
- void ReloadMission(int id);
- void LoadNetMission(int id, const char* net_mission);
- void StartMission();
- void RollbackMission();
-
- void SetCampaignId(int id);
- int GetCampaignId() const { return campaign_id; }
- void SetMissionId(int id);
- int GetMissionId() const { return mission_id; }
- Bitmap* GetImage(int n) { return &image[n]; }
- double GetTime() const { return time; }
- double GetStartTime() const { return startTime; }
- void SetStartTime(double t) { startTime = t; }
- double GetLoadTime() const { return loadTime; }
- void SetLoadTime(double t) { loadTime = t; }
- double GetUpdateTime() const { return updateTime; }
- void SetUpdateTime(double t) { updateTime = t; }
-
- bool InCutscene() const;
- bool IsDynamic() const;
- bool IsTraining() const;
- bool IsScripted() const;
- bool IsSequential() const;
- bool IsSaveGame() const { return loaded_from_savegame; }
- void SetSaveGame(bool s) { loaded_from_savegame = s; }
-
- bool IsActive() const { return status == CAMPAIGN_ACTIVE; }
- bool IsComplete() const { return status == CAMPAIGN_SUCCESS; }
- bool IsFailed() const { return status == CAMPAIGN_FAILED; }
- void SetStatus(int s);
- int GetStatus() const { return status; }
-
- int GetAllCombatUnits(int iff, List<CombatUnit>& units);
-
- static void Initialize();
- static void Close();
- static Campaign* GetCampaign();
- static List<Campaign>&
- GetAllCampaigns();
- static int GetLastCampaignId();
- static Campaign* SelectCampaign(const char* name);
- static Campaign* CreateCustomCampaign(const char* name, const char* path);
-
- static double Stardate();
-
-protected:
- void LoadCampaign(DataLoader* loader, bool full=false);
- void LoadTemplateList(DataLoader* loader);
- void LoadMissionList(DataLoader* loader);
- void LoadCustomMissions(DataLoader* loader);
- void ParseGroup(TermStruct* val,
- CombatGroup* force,
- CombatGroup* clone,
- const char* filename);
- void ParseAction(TermStruct* val,
- const char* filename);
- CombatGroup* CloneOver(CombatGroup* force,
- CombatGroup* clone,
- CombatGroup* group);
- void SelectDefaultPlayerGroup(CombatGroup* g, int type);
- TemplateList* GetTemplateList(int msn_type, int grp_type);
-
- // attributes:
- int campaign_id;
- int status;
- char filename[64];
- char path[64];
- Text name;
- Text description;
- Text situation;
- Text orders;
- Bitmap image[NUM_IMAGES];
-
- bool scripted;
- bool sequential;
- bool loaded_from_savegame;
-
- List<Combatant> combatants;
- List<StarSystem> systems;
- List<CombatZone> zones;
- List<CampaignPlan> planners;
- List<MissionInfo> missions;
- List<TemplateList> templates;
- List<CombatAction> actions;
- List<CombatEvent> events;
- CombatGroup* player_group;
- CombatUnit* player_unit;
-
- int mission_id;
- Mission* mission;
- Mission* net_mission;
-
- double time;
- double loadTime;
- double startTime;
- double updateTime;
- int lockout;
-};
-
-#endif Campaign_h
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: Campaign.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Campaign defines a strategic military scenario. This class + owns (or generates) the Mission list that defines the action + in the campaign. +*/ + +#ifndef Campaign_h +#define Campaign_h + +#include "Types.h" +#include "Bitmap.h" +#include "Geometry.h" +#include "Text.h" +#include "Term.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Campaign; +class CampaignPlan; +class Combatant; +class CombatAction; +class CombatEvent; +class CombatGroup; +class CombatUnit; +class CombatZone; +class DataLoader; +class Mission; +class MissionTemplate; +class StarSystem; + +// +--------------------------------------------------------------------+ + +class MissionInfo +{ +public: + static const char* TYPENAME() { return "MissionInfo"; } + + MissionInfo(); + ~MissionInfo(); + + int operator == (const MissionInfo& m) const { return id == m.id; } + int operator < (const MissionInfo& m) const { return id < m.id; } + int operator <= (const MissionInfo& m) const { return id <= m.id; } + + bool IsAvailable(); + + int id; + Text name; + Text player_info; + Text description; + Text system; + Text region; + Text script; + int start; + int type; + + int min_rank; + int max_rank; + int action_id; + int action_status; + int exec_once; + int start_before; + int start_after; + + Mission* mission; +}; + +class TemplateList +{ +public: + static const char* TYPENAME() { return "TemplateList"; } + + TemplateList(); + ~TemplateList(); + + int mission_type; + int group_type; + int index; + List<MissionInfo> missions; +}; + +// +--------------------------------------------------------------------+ + +class Campaign +{ +public: + static const char* TYPENAME() { return "Campaign"; } + + enum CONSTANTS { + TRAINING_CAMPAIGN = 1, + DYNAMIC_CAMPAIGN, + MOD_CAMPAIGN = 100, + SINGLE_MISSIONS = 1000, + MULTIPLAYER_MISSIONS, + CUSTOM_MISSIONS, + + NUM_IMAGES = 6 + }; + + enum STATUS { + CAMPAIGN_INIT, + CAMPAIGN_ACTIVE, + CAMPAIGN_SUCCESS, + CAMPAIGN_FAILED + }; + + Campaign(int id, const char* name=0); + Campaign(int id, const char* name, const char* path); + virtual ~Campaign(); + + int operator == (const Campaign& s) const { return name == s.name; } + int operator < (const Campaign& s) const { return campaign_id < s.campaign_id; } + + // operations: + virtual void Load(); + virtual void Prep(); + virtual void Start(); + virtual void ExecFrame(); + virtual void Unload(); + + virtual void Clear(); + virtual void CommitExpiredActions(); + virtual void LockoutEvents(int seconds); + virtual void CheckPlayerGroup(); + void CreatePlanners(); + + // accessors: + const char* Name() const { return name; } + const char* Description() const { return description; } + const char* Path() const { return path; } + + const char* Situation() const { return situation; } + const char* Orders() const { return orders; } + + void SetSituation(const char* s) { situation = s; } + void SetOrders(const char* o) { orders = o; } + + int GetPlayerTeamScore(); + List<MissionInfo>& GetMissionList() { return missions; } + List<Combatant>& GetCombatants() { return combatants; } + List<CombatZone>& GetZones() { return zones; } + List<StarSystem>& GetSystemList() { return systems; } + List<CombatAction>& GetActions() { return actions; } + List<CombatEvent>& GetEvents() { return events; } + CombatEvent* GetLastEvent(); + + CombatAction* FindAction(int id); + + int CountNewEvents() const; + + int GetPlayerIFF(); + CombatGroup* GetPlayerGroup() { return player_group; } + void SetPlayerGroup(CombatGroup* pg); + CombatUnit* GetPlayerUnit() { return player_unit; } + void SetPlayerUnit(CombatUnit* pu); + + Combatant* GetCombatant(const char* name); + CombatGroup* FindGroup(int iff, int type, int id); + CombatGroup* FindGroup(int iff, int type, CombatGroup* near_group=0); + CombatGroup* FindStrikeTarget(int iff, CombatGroup* strike_group); + + StarSystem* GetSystem(const char* sys); + CombatZone* GetZone(const char* rgn); + MissionInfo* CreateNewMission(); + void DeleteMission(int id); + Mission* GetMission(); + Mission* GetMission(int id); + Mission* GetMissionByFile(const char* filename); + MissionInfo* GetMissionInfo(int id); + MissionInfo* FindMissionTemplate(int msn_type, CombatGroup* player_group); + void ReloadMission(int id); + void LoadNetMission(int id, const char* net_mission); + void StartMission(); + void RollbackMission(); + + void SetCampaignId(int id); + int GetCampaignId() const { return campaign_id; } + void SetMissionId(int id); + int GetMissionId() const { return mission_id; } + Bitmap* GetImage(int n) { return &image[n]; } + double GetTime() const { return time; } + double GetStartTime() const { return startTime; } + void SetStartTime(double t) { startTime = t; } + double GetLoadTime() const { return loadTime; } + void SetLoadTime(double t) { loadTime = t; } + double GetUpdateTime() const { return updateTime; } + void SetUpdateTime(double t) { updateTime = t; } + + bool InCutscene() const; + bool IsDynamic() const; + bool IsTraining() const; + bool IsScripted() const; + bool IsSequential() const; + bool IsSaveGame() const { return loaded_from_savegame; } + void SetSaveGame(bool s) { loaded_from_savegame = s; } + + bool IsActive() const { return status == CAMPAIGN_ACTIVE; } + bool IsComplete() const { return status == CAMPAIGN_SUCCESS; } + bool IsFailed() const { return status == CAMPAIGN_FAILED; } + void SetStatus(int s); + int GetStatus() const { return status; } + + int GetAllCombatUnits(int iff, List<CombatUnit>& units); + + static void Initialize(); + static void Close(); + static Campaign* GetCampaign(); + static List<Campaign>& + GetAllCampaigns(); + static int GetLastCampaignId(); + static Campaign* SelectCampaign(const char* name); + static Campaign* CreateCustomCampaign(const char* name, const char* path); + + static double Stardate(); + +protected: + void LoadCampaign(DataLoader* loader, bool full=false); + void LoadTemplateList(DataLoader* loader); + void LoadMissionList(DataLoader* loader); + void LoadCustomMissions(DataLoader* loader); + void ParseGroup(TermStruct* val, + CombatGroup* force, + CombatGroup* clone, + const char* filename); + void ParseAction(TermStruct* val, + const char* filename); + CombatGroup* CloneOver(CombatGroup* force, + CombatGroup* clone, + CombatGroup* group); + void SelectDefaultPlayerGroup(CombatGroup* g, int type); + TemplateList* GetTemplateList(int msn_type, int grp_type); + + // attributes: + int campaign_id; + int status; + char filename[64]; + char path[64]; + Text name; + Text description; + Text situation; + Text orders; + Bitmap image[NUM_IMAGES]; + + bool scripted; + bool sequential; + bool loaded_from_savegame; + + List<Combatant> combatants; + List<StarSystem> systems; + List<CombatZone> zones; + List<CampaignPlan> planners; + List<MissionInfo> missions; + List<TemplateList> templates; + List<CombatAction> actions; + List<CombatEvent> events; + CombatGroup* player_group; + CombatUnit* player_unit; + + int mission_id; + Mission* mission; + Mission* net_mission; + + double time; + double loadTime; + double startTime; + double updateTime; + int lockout; +}; + +#endif Campaign_h + |