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-rw-r--r--Stars45/Element.h368
1 files changed, 196 insertions, 172 deletions
diff --git a/Stars45/Element.h b/Stars45/Element.h
index 1636adb..2207d8a 100644
--- a/Stars45/Element.h
+++ b/Stars45/Element.h
@@ -1,172 +1,196 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- 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
-
+/* 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
+