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-/* 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
- ========
- Simulation Universe and Region classes
-*/
-
-#ifndef Sim_h
-#define Sim_h
-
-#include "Types.h"
-#include "Universe.h"
-#include "Scene.h"
-#include "Physical.h"
-#include "Geometry.h"
-#include "List.h"
-#include "Text.h"
-
-// +--------------------------------------------------------------------+
-
-class Sim;
-class SimRegion;
-class SimObject;
-class SimObserver;
-class SimHyper;
-class SimSplash;
-
-class StarSystem;
-class Orbital;
-class OrbitalRegion;
-class Asteroid;
-
-class NetGame;
-
-class CameraDirector;
-class Contact;
-class Ship;
-class ShipDesign;
-class System;
-class Element;
-class Shot;
-class Drone;
-class Explosion;
-class Debris;
-class WeaponDesign;
-class MotionController;
-class Dust;
-class Grid;
-class Mission;
-class MissionElement;
-class MissionEvent;
-class Hangar;
-class FlightDeck;
-
-class Terrain;
-class TerrainPatch;
-
-class Model;
-
-// +--------------------------------------------------------------------+
-
-class Sim : public Universe
-{
- friend class SimRegion;
-
-public:
- enum { REAL_SPACE, AIR_SPACE };
-
- Sim(MotionController* ctrl);
- virtual ~Sim();
-
- static Sim* GetSim() { return sim; }
-
- virtual void ExecFrame(double seconds);
-
- void LoadMission(Mission* msn, bool preload_textures=false);
- void ExecMission();
- void CommitMission();
- void UnloadMission();
-
- void NextView();
- void ShowGrid(int show = true);
- bool GridShown() const;
-
- const char* FindAvailCallsign(int IFF);
- Element* CreateElement(const char* callsign, int IFF, int type=0/*PATROL*/);
- void DestroyElement(Element* elem);
- Ship* CreateShip(const char* name,
- const char* reg_num,
- ShipDesign* design,
- const char* rgn_name,
- const Point& loc,
- int IFF=0,
- int cmd_ai=0,
- const int* loadout=0);
- Ship* FindShip(const char* name, const char* rgn_name=0);
- Shot* CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* d, const Ship* ship=0, SimRegion* rgn=0);
- Explosion* CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn=0, SimObject* source=0, System* sys=0);
- Debris* CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn=0);
- Asteroid* CreateAsteroid(const Point& pos, int type, double mass, SimRegion* rgn=0);
- void CreateSplashDamage(Ship* ship);
- void CreateSplashDamage(Shot* shot);
- void DestroyShip(Ship* ship);
- void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);
-
- virtual Ship* FindShipByObjID(DWORD objid);
- virtual Shot* FindShotByObjID(DWORD objid);
-
- Mission* GetMission() { return mission; }
- List<MissionEvent>& GetEvents() { return events; }
- List<SimRegion>& GetRegions() { return regions; }
- SimRegion* FindRegion(const char* name);
- SimRegion* FindRegion(OrbitalRegion* rgn);
- SimRegion* FindNearestSpaceRegion(SimObject* object);
- SimRegion* FindNearestSpaceRegion(Orbital* body);
- SimRegion* FindNearestTerrainRegion(SimObject* object);
- SimRegion* FindNearestRegion(SimObject* object, int type);
- bool ActivateRegion(SimRegion* rgn);
-
- void RequestHyperJump(Ship* obj,
- SimRegion* rgn,
- const Point& loc,
- int type=0,
- Ship* fc_src=0,
- Ship* fc_dst=0);
-
- SimRegion* GetActiveRegion() { return active_region; }
- StarSystem* GetStarSystem() { return star_system; }
- List<StarSystem>& GetSystemList();
- Scene* GetScene() { return &scene; }
- Ship* GetPlayerShip();
- Element* GetPlayerElement();
- Orbital* FindOrbitalBody(const char* name);
-
- void SetSelection(Ship* s);
- bool IsSelected(Ship* s);
- ListIter<Ship> GetSelection();
- void ClearSelection();
- void AddSelection(Ship* s);
-
- void SetTestMode(bool t=true);
-
- bool IsTestMode() const { return test_mode; }
- bool IsNetGame() const { return netgame != 0; }
- bool IsActive() const;
- bool IsComplete() const;
-
- MotionController* GetControls() const { return ctrl; }
-
- Element* FindElement(const char* name);
- List<Element>& GetElements() { return elements; }
-
- int GetAssignedElements(Element* elem, List<Element>& assigned);
-
- void SkipCutscene();
- void ResolveTimeSkip(double seconds);
- void ResolveHyperList();
- void ResolveSplashList();
-
- void ExecEvents(double seconds);
- void ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0);
- double MissionClock() const;
- DWORD StartTime() const { return start_time; }
-
- // Create a list of mission elements based on the current
- // state of the simulation. Used for multiplayer join in progress.
- ListIter<MissionElement> GetMissionElements();
-
-protected:
- void CreateRegions();
- void CreateElements();
- void CopyEvents();
- void BuildLinks();
-
- // Convert a single live element into a mission element
- // that can be serialized over the net.
- MissionElement* CreateMissionElement(Element* elem);
- Hangar* FindSquadron(const char* name, int& index);
-
- static Sim* sim;
- SimRegion* active_region;
- StarSystem* star_system;
- Scene scene;
- Dust* dust;
- CameraDirector* cam_dir;
-
- List<SimRegion> regions;
- List<SimRegion> rgn_queue;
- List<SimHyper> jumplist;
- List<SimSplash> splashlist;
- List<Element> elements;
- List<Element> finished;
- List<MissionEvent> events;
- List<MissionElement> mission_elements;
-
- MotionController* ctrl;
-
- bool test_mode;
- bool grid_shown;
- Mission* mission;
-
- NetGame* netgame;
- DWORD start_time;
-};
-
-// +--------------------------------------------------------------------+
-
-class SimRegion
-{
- friend class Sim;
-
-public:
- static const char* TYPENAME() { return "SimRegion"; }
-
- enum { REAL_SPACE, AIR_SPACE };
-
- SimRegion(Sim* sim, const char* name, int type);
- SimRegion(Sim* sim, OrbitalRegion* rgn);
- virtual ~SimRegion();
-
- int operator == (const SimRegion& r) const { return (sim==r.sim) && (name==r.name); }
- int operator < (const SimRegion& r) const;
- int operator <= (const SimRegion& r) const;
-
- virtual void Activate();
- virtual void Deactivate();
- virtual void ExecFrame(double seconds);
- void ShowGrid(int show = true);
- void NextView();
- Ship* FindShip(const char* name);
- Ship* GetPlayerShip() { return player_ship; }
- void SetPlayerShip(Ship* ship);
- OrbitalRegion* GetOrbitalRegion() { return orbital_region; }
- Terrain* GetTerrain() { return terrain; }
- bool IsActive() const { return active; }
- bool IsAirSpace() const { return type == AIR_SPACE; }
- bool IsOrbital() const { return type == REAL_SPACE; }
- bool CanTimeSkip()const;
-
- virtual Ship* FindShipByObjID(DWORD objid);
- virtual Shot* FindShotByObjID(DWORD objid);
-
- virtual void InsertObject(Ship* ship);
- virtual void InsertObject(Shot* shot);
- virtual void InsertObject(Explosion* explosion);
- virtual void InsertObject(Debris* debris);
- virtual void InsertObject(Asteroid* asteroid);
-
- const char* Name() const { return name; }
- int Type() const { return type; }
- int NumShips() { return ships.size(); }
- List<Ship>& Ships() { return ships; }
- List<Ship>& Carriers() { return carriers; }
- List<Shot>& Shots() { return shots; }
- List<Drone>& Drones() { return drones; }
- List<Debris>& Rocks() { return debris; }
- List<Asteroid>& Roids() { return asteroids; }
- List<Explosion>& Explosions() { return explosions; }
- List<SimRegion>& Links() { return links; }
- StarSystem* System() { return star_system; }
-
- Point Location() const { return location; }
-
- void SetSelection(Ship* s);
- bool IsSelected(Ship* s);
- ListIter<Ship> GetSelection();
- void ClearSelection();
- void AddSelection(Ship* s);
-
- List<Contact>& TrackList(int iff);
-
- void ResolveTimeSkip(double seconds);
-
-protected:
- void CommitMission();
- void TranslateObject(SimObject* object);
-
- void AttachPlayerShip(int index);
- void DestroyShips();
- void DestroyShip(Ship* ship);
- void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);
-
- void UpdateSky(double seconds, const Point& ref);
- void UpdateShips(double seconds);
- void UpdateShots(double seconds);
- void UpdateExplosions(double seconds);
- void UpdateTracks(double seconds);
-
- void DamageShips();
- void CollideShips();
- void CrashShips();
- void DockShips();
-
- Sim* sim;
- Text name;
- int type;
- StarSystem* star_system;
- OrbitalRegion* orbital_region;
- Point location;
- Grid* grid;
- Terrain* terrain;
- bool active;
-
- Ship* player_ship;
- int current_view;
- List<Ship> ships;
- List<Ship> carriers;
- List<Ship> selection;
- List<Ship> dead_ships;
- List<Shot> shots;
- List<Drone> drones;
- List<Explosion> explosions;
- List<Debris> debris;
- List<Asteroid> asteroids;
- List<Contact> track_database[5];
- List<SimRegion> links;
-
- DWORD sim_time;
- int ai_index;
-};
-
-#endif // Sim_h
-