From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/Campaign.h | 282 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 282 insertions(+) create mode 100644 Stars45/Campaign.h (limited to 'Stars45/Campaign.h') diff --git a/Stars45/Campaign.h b/Stars45/Campaign.h new file mode 100644 index 0000000..c844604 --- /dev/null +++ b/Stars45/Campaign.h @@ -0,0 +1,282 @@ +/* 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 + -- cgit v1.1