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Diffstat (limited to 'Stars45/Sim.h')
-rw-r--r-- | Stars45/Sim.h | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/Stars45/Sim.h b/Stars45/Sim.h new file mode 100644 index 0000000..ddad6a8 --- /dev/null +++ b/Stars45/Sim.h @@ -0,0 +1,354 @@ +/* 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: Sim.h + 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 + |