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+/* 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: MissionTemplate.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Simulation Universe and Region classes
+*/
+
+#ifndef MissionTemplate_h
+#define MissionTemplate_h
+
+#include "Types.h"
+#include "Mission.h"
+
+// +--------------------------------------------------------------------+
+
+class MissionTemplate;
+class MissionAlias;
+class MissionCallsign;
+class MissionEvent;
+
+// +--------------------------------------------------------------------+
+
+class MissionTemplate : public Mission
+{
+public:
+ static const char* TYPENAME() { return "MissionTemplate"; }
+
+ MissionTemplate(int id, const char* filename=0, const char* path=0);
+ virtual ~MissionTemplate();
+
+ virtual bool Load(const char* filename=0, const char* path=0);
+
+ // accessors/mutators:
+ virtual MissionElement* FindElement(const char* name);
+ virtual void AddElement(MissionElement* elem);
+ virtual bool MapElement(MissionElement* elem);
+ virtual Text MapShip(Text name);
+ virtual CombatGroup* GetPlayerSquadron() const { return player_squadron; }
+ virtual void SetPlayerSquadron(CombatGroup* ps) { player_squadron = ps; }
+ virtual Text MapCallsign(const char* name, int iff);
+ virtual bool MapEvent(MissionEvent* event);
+
+
+protected:
+ CombatGroup* FindCombatGroup(int iff, const ShipDesign* dsn);
+ void ParseAlias(TermStruct* val);
+ void ParseCallsign(TermStruct* val);
+ bool ParseOptional(TermStruct* val);
+ void CheckObjectives();
+
+ List<MissionAlias> aliases;
+ List<MissionCallsign> callsigns;
+ CombatGroup* player_squadron;
+};
+
+// +--------------------------------------------------------------------+
+
+class MissionAlias
+{
+ friend class MissionTemplate;
+
+public:
+ static const char* TYPENAME() { return "MissionAlias"; }
+
+ MissionAlias() : elem(0) { }
+ MissionAlias(const char* n, MissionElement* e) : name(n), elem(e) { }
+ virtual ~MissionAlias() { }
+
+ int operator == (const MissionAlias& a) const { return name == a.name; }
+
+ Text Name() const { return name; }
+ MissionElement* Element() const { return elem; }
+
+ void SetName(const char* n) { name = n; }
+ void SetElement(MissionElement* e) { elem = e; }
+
+protected:
+ Text name;
+ MissionElement* elem;
+};
+
+// +--------------------------------------------------------------------+
+
+class MissionCallsign
+{
+ friend class MissionTemplate;
+
+public:
+ static const char* TYPENAME() { return "MissionCallsign"; }
+
+ MissionCallsign() { }
+ MissionCallsign(const char* c, const char* n) : call(c), name(n) { }
+ virtual ~MissionCallsign() { }
+
+ int operator == (const MissionCallsign& a)const { return call == a.call; }
+
+ Text Callsign() const { return call; }
+ Text Name() const { return name; }
+
+ void SetCallsign(const char* c) { call = c; }
+ void SetName(const char* n) { name = n; }
+
+protected:
+ Text call;
+ Text name;
+};
+
+
+#endif MissionTemplate_h
+