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/Element.h | 172 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 172 insertions(+) create mode 100644 Stars45/Element.h (limited to 'Stars45/Element.h') diff --git a/Stars45/Element.h b/Stars45/Element.h new file mode 100644 index 0000000..967d712 --- /dev/null +++ b/Stars45/Element.h @@ -0,0 +1,172 @@ +/* Project Starshatter 4.5 + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. + + SUBSYSTEM: Stars.exe + FILE: Element.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Package Element (e.g. Flight) class +*/ + +#ifndef Element_h +#define Element_h + +#include "Types.h" +#include "Geometry.h" +#include "SimObject.h" +#include "List.h" +#include "Text.h" + +// +--------------------------------------------------------------------+ + +class Ship; +class Instruction; +class RadioMessage; + +class CombatGroup; +class CombatUnit; + +// +--------------------------------------------------------------------+ + +class Element : public SimObserver +{ +public: + // CONSTRUCTORS: + Element(const char* call_sign, int iff, int type=0 /*PATROL*/); + virtual ~Element(); + + int operator == (const Element& e) const { return id == e.id; } + + // GENERAL ACCESSORS: + int Identity() const { return id; } + int Type() const { return type; } + const Text& Name() const { return name; } + void SetName(const char* s) { name = s; } + virtual int GetIFF() const { return iff; } + int Player() const { return player; } + void SetPlayer(int p) { player = p; } + DWORD GetLaunchTime() const { return launch_time; } + void SetLaunchTime(DWORD t); + int IntelLevel() const { return intel; } + void SetIntelLevel(int i) { intel = i; } + + // ELEMENT COMPONENTS: + int NumShips() const { return ships.size(); } + int AddShip(Ship*, int index=-1); + void DelShip(Ship*); + Ship* GetShip(int index); + int GetShipClass(); + int FindIndex(const Ship* s); + bool Contains(const Ship* s); + bool IsActive() const; + bool IsFinished() const; + bool IsNetObserver() const; + bool IsSquadron() const; + bool IsStatic() const; + bool IsHostileTo(const Ship* s) const; + bool IsHostileTo(int iff_code) const; + bool IsObjectiveTargetOf(const Ship* s) const; + bool IsRogue() const { return rogue; } + bool IsPlayable() const { return playable; } + int* Loadout() { return load; } + + void SetRogue(bool r) { rogue = r; } + void SetPlayable(bool p) { playable = p; } + void SetLoadout(int* l); + virtual void SetIFF(int iff); + + virtual void ExecFrame(double seconds); + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; + + // OBJECTIVES: + void ClearObjectives(); + void AddObjective(Instruction* obj); + Instruction* GetObjective(int index); + Instruction* GetTargetObjective(); + int NumObjectives() const { return objectives.size(); } + + void ClearInstructions(); + void AddInstruction(const char* instr); + Text GetInstruction(int index); + int NumInstructions() const { return instructions.size(); } + + // ORDERS AND NAVIGATION: + double GetHoldTime(); + void SetHoldTime(double t); + bool GetZoneLock(); + void SetZoneLock(bool z); + void AddNavPoint(Instruction* pt, Instruction* afterPoint=0, bool send=true); + void DelNavPoint(Instruction* pt, bool send=true); + void ClearFlightPlan(bool send=true); + Instruction* GetNextNavPoint(); + int GetNavIndex(const Instruction* n); + List& GetFlightPlan(); + int FlightPlanLength(); + virtual void HandleRadioMessage(RadioMessage* msg); + + // CHAIN OF COMMAND: + Element* GetCommander() const { return commander; } + void SetCommander(Element* e) { commander = e; } + Element* GetAssignment() const { return assignment; } + void SetAssignment(Element* e) { assignment = e; } + void ResumeAssignment(); + bool CanCommand(Element* e); + Ship* GetCarrier() const { return carrier; } + void SetCarrier(Ship* c) { carrier = c; } + int GetCommandAILevel() const { return command_ai; } + void SetCommandAILevel(int n) { command_ai = n; } + const Text& GetSquadron() const { return squadron; } + void SetSquadron(const char* s) { squadron = s; } + + // DYNAMIC CAMPAIGN: + CombatGroup* GetCombatGroup() { return combat_group; } + void SetCombatGroup(CombatGroup* g) { combat_group = g; } + CombatUnit* GetCombatUnit() { return combat_unit; } + void SetCombatUnit(CombatUnit* u) { combat_unit = u; } + + // SQUADRON STUFF: + int GetCount() const { return count; } + void SetCount(int n) { count = n; } + +protected: + int id; + int iff; + int type; + int player; + int command_ai; + int respawns; + int intel; + Text name; + + // squadron elements only: + int count; + + List ships; + List ship_names; + List instructions; + List objectives; + List flight_plan; + + Element* commander; + Element* assignment; + Ship* carrier; + Text squadron; + + CombatGroup* combat_group; + CombatUnit* combat_unit; + DWORD launch_time; + double hold_time; + + bool rogue; + bool playable; + bool zone_lock; + int load[16]; +}; + +#endif Element_h + -- cgit v1.1