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Diffstat (limited to 'Stars45/Sim.h')
-rw-r--r-- | Stars45/Sim.h | 329 |
1 files changed, 0 insertions, 329 deletions
diff --git a/Stars45/Sim.h b/Stars45/Sim.h deleted file mode 100644 index cf8696b..0000000 --- a/Stars45/Sim.h +++ /dev/null @@ -1,329 +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 - ======== - 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 - |