From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/Campaign.h | 588 ++++++++++++++++++++++++++++------------------------- 1 file changed, 306 insertions(+), 282 deletions(-) (limited to 'Stars45/Campaign.h') diff --git a/Stars45/Campaign.h b/Stars45/Campaign.h index fa828c1..4465186 100644 --- a/Stars45/Campaign.h +++ b/Stars45/Campaign.h @@ -1,282 +1,306 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2006. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Campaign.h - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Campaign defines a strategic military scenario. This class - owns (or generates) the Mission list that defines the action - in the campaign. -*/ - -#ifndef Campaign_h -#define Campaign_h - -#include "Types.h" -#include "Bitmap.h" -#include "Geometry.h" -#include "Text.h" -#include "Term.h" -#include "List.h" - -// +--------------------------------------------------------------------+ - -class Campaign; -class CampaignPlan; -class Combatant; -class CombatAction; -class CombatEvent; -class CombatGroup; -class CombatUnit; -class CombatZone; -class DataLoader; -class Mission; -class MissionTemplate; -class StarSystem; - -// +--------------------------------------------------------------------+ - -class MissionInfo -{ -public: - static const char* TYPENAME() { return "MissionInfo"; } - - MissionInfo(); - ~MissionInfo(); - - int operator == (const MissionInfo& m) const { return id == m.id; } - int operator < (const MissionInfo& m) const { return id < m.id; } - int operator <= (const MissionInfo& m) const { return id <= m.id; } - - bool IsAvailable(); - - int id; - Text name; - Text player_info; - Text description; - Text system; - Text region; - Text script; - int start; - int type; - - int min_rank; - int max_rank; - int action_id; - int action_status; - int exec_once; - int start_before; - int start_after; - - Mission* mission; -}; - -class TemplateList -{ -public: - static const char* TYPENAME() { return "TemplateList"; } - - TemplateList(); - ~TemplateList(); - - int mission_type; - int group_type; - int index; - List missions; -}; - -// +--------------------------------------------------------------------+ - -class Campaign -{ -public: - static const char* TYPENAME() { return "Campaign"; } - - enum CONSTANTS { - TRAINING_CAMPAIGN = 1, - DYNAMIC_CAMPAIGN, - MOD_CAMPAIGN = 100, - SINGLE_MISSIONS = 1000, - MULTIPLAYER_MISSIONS, - CUSTOM_MISSIONS, - - NUM_IMAGES = 6 - }; - - enum STATUS { - CAMPAIGN_INIT, - CAMPAIGN_ACTIVE, - CAMPAIGN_SUCCESS, - CAMPAIGN_FAILED - }; - - Campaign(int id, const char* name=0); - Campaign(int id, const char* name, const char* path); - virtual ~Campaign(); - - int operator == (const Campaign& s) const { return name == s.name; } - int operator < (const Campaign& s) const { return campaign_id < s.campaign_id; } - - // operations: - virtual void Load(); - virtual void Prep(); - virtual void Start(); - virtual void ExecFrame(); - virtual void Unload(); - - virtual void Clear(); - virtual void CommitExpiredActions(); - virtual void LockoutEvents(int seconds); - virtual void CheckPlayerGroup(); - void CreatePlanners(); - - // accessors: - const char* Name() const { return name; } - const char* Description() const { return description; } - const char* Path() const { return path; } - - const char* Situation() const { return situation; } - const char* Orders() const { return orders; } - - void SetSituation(const char* s) { situation = s; } - void SetOrders(const char* o) { orders = o; } - - int GetPlayerTeamScore(); - List& GetMissionList() { return missions; } - List& GetCombatants() { return combatants; } - List& GetZones() { return zones; } - List& GetSystemList() { return systems; } - List& GetActions() { return actions; } - List& GetEvents() { return events; } - CombatEvent* GetLastEvent(); - - CombatAction* FindAction(int id); - - int CountNewEvents() const; - - int GetPlayerIFF(); - CombatGroup* GetPlayerGroup() { return player_group; } - void SetPlayerGroup(CombatGroup* pg); - CombatUnit* GetPlayerUnit() { return player_unit; } - void SetPlayerUnit(CombatUnit* pu); - - Combatant* GetCombatant(const char* name); - CombatGroup* FindGroup(int iff, int type, int id); - CombatGroup* FindGroup(int iff, int type, CombatGroup* near_group=0); - CombatGroup* FindStrikeTarget(int iff, CombatGroup* strike_group); - - StarSystem* GetSystem(const char* sys); - CombatZone* GetZone(const char* rgn); - MissionInfo* CreateNewMission(); - void DeleteMission(int id); - Mission* GetMission(); - Mission* GetMission(int id); - Mission* GetMissionByFile(const char* filename); - MissionInfo* GetMissionInfo(int id); - MissionInfo* FindMissionTemplate(int msn_type, CombatGroup* player_group); - void ReloadMission(int id); - void LoadNetMission(int id, const char* net_mission); - void StartMission(); - void RollbackMission(); - - void SetCampaignId(int id); - int GetCampaignId() const { return campaign_id; } - void SetMissionId(int id); - int GetMissionId() const { return mission_id; } - Bitmap* GetImage(int n) { return &image[n]; } - double GetTime() const { return time; } - double GetStartTime() const { return startTime; } - void SetStartTime(double t) { startTime = t; } - double GetLoadTime() const { return loadTime; } - void SetLoadTime(double t) { loadTime = t; } - double GetUpdateTime() const { return updateTime; } - void SetUpdateTime(double t) { updateTime = t; } - - bool InCutscene() const; - bool IsDynamic() const; - bool IsTraining() const; - bool IsScripted() const; - bool IsSequential() const; - bool IsSaveGame() const { return loaded_from_savegame; } - void SetSaveGame(bool s) { loaded_from_savegame = s; } - - bool IsActive() const { return status == CAMPAIGN_ACTIVE; } - bool IsComplete() const { return status == CAMPAIGN_SUCCESS; } - bool IsFailed() const { return status == CAMPAIGN_FAILED; } - void SetStatus(int s); - int GetStatus() const { return status; } - - int GetAllCombatUnits(int iff, List& units); - - static void Initialize(); - static void Close(); - static Campaign* GetCampaign(); - static List& - GetAllCampaigns(); - static int GetLastCampaignId(); - static Campaign* SelectCampaign(const char* name); - static Campaign* CreateCustomCampaign(const char* name, const char* path); - - static double Stardate(); - -protected: - void LoadCampaign(DataLoader* loader, bool full=false); - void LoadTemplateList(DataLoader* loader); - void LoadMissionList(DataLoader* loader); - void LoadCustomMissions(DataLoader* loader); - void ParseGroup(TermStruct* val, - CombatGroup* force, - CombatGroup* clone, - const char* filename); - void ParseAction(TermStruct* val, - const char* filename); - CombatGroup* CloneOver(CombatGroup* force, - CombatGroup* clone, - CombatGroup* group); - void SelectDefaultPlayerGroup(CombatGroup* g, int type); - TemplateList* GetTemplateList(int msn_type, int grp_type); - - // attributes: - int campaign_id; - int status; - char filename[64]; - char path[64]; - Text name; - Text description; - Text situation; - Text orders; - Bitmap image[NUM_IMAGES]; - - bool scripted; - bool sequential; - bool loaded_from_savegame; - - List combatants; - List systems; - List zones; - List planners; - List missions; - List templates; - List actions; - List events; - CombatGroup* player_group; - CombatUnit* player_unit; - - int mission_id; - Mission* mission; - Mission* net_mission; - - double time; - double loadTime; - double startTime; - double updateTime; - int lockout; -}; - -#endif Campaign_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: Campaign.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Campaign defines a strategic military scenario. This class + owns (or generates) the Mission list that defines the action + in the campaign. +*/ + +#ifndef Campaign_h +#define Campaign_h + +#include "Types.h" +#include "Bitmap.h" +#include "Geometry.h" +#include "Text.h" +#include "Term.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Campaign; +class CampaignPlan; +class Combatant; +class CombatAction; +class CombatEvent; +class CombatGroup; +class CombatUnit; +class CombatZone; +class DataLoader; +class Mission; +class MissionTemplate; +class StarSystem; + +// +--------------------------------------------------------------------+ + +class MissionInfo +{ +public: + static const char* TYPENAME() { return "MissionInfo"; } + + MissionInfo(); + ~MissionInfo(); + + int operator == (const MissionInfo& m) const { return id == m.id; } + int operator < (const MissionInfo& m) const { return id < m.id; } + int operator <= (const MissionInfo& m) const { return id <= m.id; } + + bool IsAvailable(); + + int id; + Text name; + Text player_info; + Text description; + Text system; + Text region; + Text script; + int start; + int type; + + int min_rank; + int max_rank; + int action_id; + int action_status; + int exec_once; + int start_before; + int start_after; + + Mission* mission; +}; + +class TemplateList +{ +public: + static const char* TYPENAME() { return "TemplateList"; } + + TemplateList(); + ~TemplateList(); + + int mission_type; + int group_type; + int index; + List missions; +}; + +// +--------------------------------------------------------------------+ + +class Campaign +{ +public: + static const char* TYPENAME() { return "Campaign"; } + + enum CONSTANTS { + TRAINING_CAMPAIGN = 1, + DYNAMIC_CAMPAIGN, + MOD_CAMPAIGN = 100, + SINGLE_MISSIONS = 1000, + MULTIPLAYER_MISSIONS, + CUSTOM_MISSIONS, + + NUM_IMAGES = 6 + }; + + enum STATUS { + CAMPAIGN_INIT, + CAMPAIGN_ACTIVE, + CAMPAIGN_SUCCESS, + CAMPAIGN_FAILED + }; + + Campaign(int id, const char* name=0); + Campaign(int id, const char* name, const char* path); + virtual ~Campaign(); + + int operator == (const Campaign& s) const { return name == s.name; } + int operator < (const Campaign& s) const { return campaign_id < s.campaign_id; } + + // operations: + virtual void Load(); + virtual void Prep(); + virtual void Start(); + virtual void ExecFrame(); + virtual void Unload(); + + virtual void Clear(); + virtual void CommitExpiredActions(); + virtual void LockoutEvents(int seconds); + virtual void CheckPlayerGroup(); + void CreatePlanners(); + + // accessors: + const char* Name() const { return name; } + const char* Description() const { return description; } + const char* Path() const { return path; } + + const char* Situation() const { return situation; } + const char* Orders() const { return orders; } + + void SetSituation(const char* s) { situation = s; } + void SetOrders(const char* o) { orders = o; } + + int GetPlayerTeamScore(); + List& GetMissionList() { return missions; } + List& GetCombatants() { return combatants; } + List& GetZones() { return zones; } + List& GetSystemList() { return systems; } + List& GetActions() { return actions; } + List& GetEvents() { return events; } + CombatEvent* GetLastEvent(); + + CombatAction* FindAction(int id); + + int CountNewEvents() const; + + int GetPlayerIFF(); + CombatGroup* GetPlayerGroup() { return player_group; } + void SetPlayerGroup(CombatGroup* pg); + CombatUnit* GetPlayerUnit() { return player_unit; } + void SetPlayerUnit(CombatUnit* pu); + + Combatant* GetCombatant(const char* name); + CombatGroup* FindGroup(int iff, int type, int id); + CombatGroup* FindGroup(int iff, int type, CombatGroup* near_group=0); + CombatGroup* FindStrikeTarget(int iff, CombatGroup* strike_group); + + StarSystem* GetSystem(const char* sys); + CombatZone* GetZone(const char* rgn); + MissionInfo* CreateNewMission(); + void DeleteMission(int id); + Mission* GetMission(); + Mission* GetMission(int id); + Mission* GetMissionByFile(const char* filename); + MissionInfo* GetMissionInfo(int id); + MissionInfo* FindMissionTemplate(int msn_type, CombatGroup* player_group); + void ReloadMission(int id); + void LoadNetMission(int id, const char* net_mission); + void StartMission(); + void RollbackMission(); + + void SetCampaignId(int id); + int GetCampaignId() const { return campaign_id; } + void SetMissionId(int id); + int GetMissionId() const { return mission_id; } + Bitmap* GetImage(int n) { return &image[n]; } + double GetTime() const { return time; } + double GetStartTime() const { return startTime; } + void SetStartTime(double t) { startTime = t; } + double GetLoadTime() const { return loadTime; } + void SetLoadTime(double t) { loadTime = t; } + double GetUpdateTime() const { return updateTime; } + void SetUpdateTime(double t) { updateTime = t; } + + bool InCutscene() const; + bool IsDynamic() const; + bool IsTraining() const; + bool IsScripted() const; + bool IsSequential() const; + bool IsSaveGame() const { return loaded_from_savegame; } + void SetSaveGame(bool s) { loaded_from_savegame = s; } + + bool IsActive() const { return status == CAMPAIGN_ACTIVE; } + bool IsComplete() const { return status == CAMPAIGN_SUCCESS; } + bool IsFailed() const { return status == CAMPAIGN_FAILED; } + void SetStatus(int s); + int GetStatus() const { return status; } + + int GetAllCombatUnits(int iff, List& units); + + static void Initialize(); + static void Close(); + static Campaign* GetCampaign(); + static List& + GetAllCampaigns(); + static int GetLastCampaignId(); + static Campaign* SelectCampaign(const char* name); + static Campaign* CreateCustomCampaign(const char* name, const char* path); + + static double Stardate(); + +protected: + void LoadCampaign(DataLoader* loader, bool full=false); + void LoadTemplateList(DataLoader* loader); + void LoadMissionList(DataLoader* loader); + void LoadCustomMissions(DataLoader* loader); + void ParseGroup(TermStruct* val, + CombatGroup* force, + CombatGroup* clone, + const char* filename); + void ParseAction(TermStruct* val, + const char* filename); + CombatGroup* CloneOver(CombatGroup* force, + CombatGroup* clone, + CombatGroup* group); + void SelectDefaultPlayerGroup(CombatGroup* g, int type); + TemplateList* GetTemplateList(int msn_type, int grp_type); + + // attributes: + int campaign_id; + int status; + char filename[64]; + char path[64]; + Text name; + Text description; + Text situation; + Text orders; + Bitmap image[NUM_IMAGES]; + + bool scripted; + bool sequential; + bool loaded_from_savegame; + + List combatants; + List systems; + List zones; + List planners; + List missions; + List templates; + List actions; + List events; + CombatGroup* player_group; + CombatUnit* player_unit; + + int mission_id; + Mission* mission; + Mission* net_mission; + + double time; + double loadTime; + double startTime; + double updateTime; + int lockout; +}; + +#endif Campaign_h + -- cgit v1.1