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Diffstat (limited to 'Stars45/Element.h')
-rw-r--r-- | Stars45/Element.h | 171 |
1 files changed, 0 insertions, 171 deletions
diff --git a/Stars45/Element.h b/Stars45/Element.h deleted file mode 100644 index ddb2c1d..0000000 --- a/Stars45/Element.h +++ /dev/null @@ -1,171 +0,0 @@ -/* 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 - |