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Diffstat (limited to 'Stars45/Element.h')
-rw-r--r-- | Stars45/Element.h | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/Stars45/Element.h b/Stars45/Element.h new file mode 100644 index 0000000..2207d8a --- /dev/null +++ b/Stars45/Element.h @@ -0,0 +1,196 @@ +/* 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: Element.h + 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 + |