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/Mission.h | 876 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 450 insertions(+), 426 deletions(-) (limited to 'Stars45/Mission.h') diff --git a/Stars45/Mission.h b/Stars45/Mission.h index e16edb6..b36f662 100644 --- a/Stars45/Mission.h +++ b/Stars45/Mission.h @@ -1,426 +1,450 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Mission.h - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Simulation Universe and Region classes -*/ - -#ifndef Mission_h -#define Mission_h - -#include "Types.h" -#include "Intel.h" -#include "RLoc.h" -#include "Universe.h" -#include "Scene.h" -#include "Skin.h" -#include "Physical.h" -#include "Geometry.h" -#include "List.h" -#include "Text.h" - -// +--------------------------------------------------------------------+ - -class Mission; -class MissionElement; -class MissionLoad; -class MissionEvent; -class MissionShip; - -class CombatGroup; -class CombatUnit; - -class Ship; -class System; -class Element; -class ShipDesign; -class WeaponDesign; -class StarSystem; -class Instruction; - -class Term; -class TermArray; -class TermStruct; - -// +--------------------------------------------------------------------+ - -class Mission -{ -public: - static const char* TYPENAME() { return "Mission"; } - - enum TYPE - { - PATROL, - SWEEP, - INTERCEPT, - AIR_PATROL, - AIR_SWEEP, - AIR_INTERCEPT, - STRIKE, // ground attack - ASSAULT, // starship attack - DEFEND, - ESCORT, - ESCORT_FREIGHT, - ESCORT_SHUTTLE, - ESCORT_STRIKE, - INTEL, - SCOUT, - RECON, - BLOCKADE, - FLEET, - BOMBARDMENT, - FLIGHT_OPS, - TRANSPORT, - CARGO, - TRAINING, - OTHER - }; - - Mission(int id, const char* filename=0, const char* path=0); - virtual ~Mission(); - - int operator == (const Mission& m) const { return id == m.id; } - - virtual void Validate(); - virtual bool Load(const char* filename=0, const char* path=0); - virtual bool Save(); - virtual bool ParseMission(const char* buffer); - virtual void SetPlayer(MissionElement* player_element); - virtual MissionElement* GetPlayer(); - - // accessors/mutators: - int Identity() const { return id; } - const char* FileName() const { return filename; } - const char* Name() const { return name; } - const char* Description() const { return desc; } - const char* Situation() const { return sitrep; } - const char* Objective() const { return objective; } - const char* Subtitles() const; - int Start() const { return start; } - double Stardate() const { return stardate; } - int Type() const { return type; } - const char* TypeName() const { return RoleName(type); } - int Team() const { return team; } - bool IsOK() const { return ok; } - bool IsActive() const { return active; } - bool IsComplete() const { return complete; } - - StarSystem* GetStarSystem() const { return star_system; } - List& GetSystemList() { return system_list; } - const char* GetRegion() const { return region; } - - List& GetElements() { return elements; } - virtual MissionElement* FindElement(const char* name); - virtual void AddElement(MissionElement* elem); - - List& GetEvents() { return events; } - MissionEvent* FindEvent(int event_type) const; - virtual void AddEvent(MissionEvent* event); - - MissionElement* GetTarget() const { return target; } - MissionElement* GetWard() const { return ward; } - - void SetName(const char* n) { name = n; } - void SetDescription(const char* d) { desc = d; } - void SetSituation(const char* sit) { sitrep = sit; } - void SetObjective(const char* obj) { objective = obj; } - void SetStart(int s) { start = s; } - void SetType(int t) { type = t; } - void SetTeam(int iff) { team = iff; } - void SetStarSystem(StarSystem* s); - void SetRegion(const char* rgn) { region = rgn; } - void SetOK(bool a) { ok = a; } - void SetActive(bool a) { active = a; } - void SetComplete(bool c) { complete = c; } - void SetTarget(MissionElement* t) { target = t; } - void SetWard(MissionElement* w) { ward = w; } - - void ClearSystemList(); - - void IncreaseElemPriority(int index); - void DecreaseElemPriority(int index); - void IncreaseEventPriority(int index); - void DecreaseEventPriority(int index); - - static const char* RoleName(int role); - static int TypeFromName(const char* n); - - Text ErrorMessage() const { return errmsg; } - void AddError(Text err); - - Text Serialize(const char* player_elem=0, int player_index=0); - -protected: - MissionElement* ParseElement(TermStruct* val); - MissionEvent* ParseEvent(TermStruct* val); - MissionShip* ParseShip(TermStruct* val, MissionElement* element); - Instruction* ParseInstruction(TermStruct* val, MissionElement* element); - void ParseLoadout(TermStruct* val, MissionElement* element); - RLoc* ParseRLoc(TermStruct* val); - - int id; - char filename[64]; - char path[64]; - Text region; - Text name; - Text desc; - int type; - int team; - int start; - double stardate; - bool ok; - bool active; - bool complete; - bool degrees; - Text objective; - Text sitrep; - Text errmsg; - Text subtitles; - StarSystem* star_system; - List system_list; - - List elements; - List events; - - MissionElement* target; - MissionElement* ward; - MissionElement* current; -}; - -// +--------------------------------------------------------------------+ - -class MissionElement -{ - friend class Mission; - -public: - static const char* TYPENAME() { return "MissionElement"; } - - MissionElement(); - ~MissionElement(); - - int operator == (const MissionElement& r) const { return id == r.id; } - - int Identity() const { return id; } - const Text& Name() const { return name; } - Text Abbreviation() const; - const Text& Carrier() const { return carrier; } - const Text& Commander() const { return commander; } - const Text& Squadron() const { return squadron; } - const Text& Path() const { return path; } - int ElementID() const { return elem_id; } - const ShipDesign* GetDesign() const { return design; } - const Skin* GetSkin() const { return skin; } - int Count() const { return count; } - int MaintCount() const { return maint_count; } - int DeadCount() const { return dead_count; } - int GetIFF() const { return IFF_code; } - int IntelLevel() const { return intel; } - int MissionRole() const { return mission_role; } - int Player() const { return player; } - Text RoleName() const; - Color MarkerColor() const; - bool IsStarship() const; - bool IsDropship() const; - bool IsStatic() const; - bool IsGroundUnit() const; - bool IsSquadron() const; - bool IsCarrier() const; - bool IsAlert() const { return alert; } - bool IsPlayable() const { return playable; } - bool IsRogue() const { return rogue; } - bool IsInvulnerable() const { return invulnerable; } - int RespawnCount() const { return respawns; } - int HoldTime() const { return hold_time; } - int CommandAI() const { return command_ai; } - int ZoneLock() const { return zone_lock; } - - const Text& Region() const { return rgn_name; } - Point Location() const; - RLoc& GetRLoc() { return rloc; } - double Heading() const { return heading; } - - Text GetShipName(int n) const; - Text GetRegistry(int n) const; - - List& Objectives() { return objectives; } - List& Instructions() { return instructions; } - List& NavList() { return navlist; } - List& Loadouts() { return loadouts; } - List& Ships() { return ships; } - - void SetName(const char* n) { name = n; } - void SetCarrier(const char* c) { carrier = c; } - void SetCommander(const char* c) { commander = c; } - void SetSquadron(const char* s) { squadron = s; } - void SetPath(const char* p) { path = p; } - void SetElementID(int id) { elem_id = id; } - void SetDesign(const ShipDesign* d){ design = d; } - void SetSkin(const Skin* s) { skin = s; } - void SetCount(int n) { count = n; } - void SetMaintCount(int n) { maint_count = n; } - void SetDeadCount(int n) { dead_count = n; } - void SetIFF(int iff) { IFF_code = iff; } - void SetIntelLevel(int i) { intel = i; } - void SetMissionRole(int r) { mission_role = r; } - void SetPlayer(int p) { player = p; } - void SetPlayable(bool p) { playable = p; } - void SetRogue(bool r) { rogue = r; } - void SetInvulnerable(bool n) { invulnerable = n; } - void SetAlert(bool a) { alert = a; } - void SetCommandAI(int a) { command_ai = a; } - void SetRegion(const char* rgn) { rgn_name = rgn; } - void SetLocation(const Point& p); - void SetRLoc(const RLoc& r); - void SetHeading(double h) { heading = h; } - void SetRespawnCount(int r) { respawns = r; } - void SetHoldTime(int t) { hold_time = t; } - void SetZoneLock(int z) { zone_lock = z; } - - void AddNavPoint(Instruction* pt, Instruction* afterPoint=0); - void DelNavPoint(Instruction* pt); - void ClearFlightPlan(); - int GetNavIndex(const Instruction* n); - - void AddObjective(Instruction* obj) { objectives.append(obj); } - void AddInstruction(const char* i) { instructions.append(new(__FILE__,__LINE__) Text(i)); } - - CombatGroup* GetCombatGroup() { return combat_group; } - void SetCombatGroup(CombatGroup* g) { combat_group = g; } - CombatUnit* GetCombatUnit() { return combat_unit; } - void SetCombatUnit(CombatUnit* u) { combat_unit = u; } - -protected: - int id; - Text name; - Text carrier; - Text commander; - Text squadron; - Text path; - int elem_id; - const ShipDesign* design; - const Skin* skin; - int count; - int maint_count; - int dead_count; - int IFF_code; - int mission_role; - int intel; - int respawns; - int hold_time; - int zone_lock; - int player; - int command_ai; - bool alert; - bool playable; - bool rogue; - bool invulnerable; - - Text rgn_name; - RLoc rloc; - double heading; - - CombatGroup* combat_group; - CombatUnit* combat_unit; - - List objectives; - List instructions; - List navlist; - List loadouts; - List ships; -}; - -// +--------------------------------------------------------------------+ - -class MissionLoad -{ - friend class Mission; - -public: - static const char* TYPENAME() { return "MissionLoad"; } - - MissionLoad(int ship=-1, const char* name=0); - ~MissionLoad(); - - int GetShip() const; - void SetShip(int ship); - - Text GetName() const; - void SetName(Text name); - - int* GetStations(); - int GetStation(int index); - void SetStation(int index, int selection); - -protected: - int ship; - Text name; - int load[16]; -}; - -// +--------------------------------------------------------------------+ - -class MissionShip -{ - friend class Mission; - -public: - static const char* TYPENAME() { return "MissionShip"; } - - MissionShip(); - ~MissionShip() { } - - const Text& Name() const { return name; } - const Text& RegNum() const { return regnum; } - const Text& Region() const { return region; } - const Skin* GetSkin() const { return skin; } - const Point& Location() const { return loc; } - const Point& Velocity() const { return velocity; } - int Respawns() const { return respawns; } - double Heading() const { return heading; } - double Integrity() const { return integrity; } - int Decoys() const { return decoys; } - int Probes() const { return probes; } - const int* Ammo() const { return ammo; } - const int* Fuel() const { return fuel; } - - void SetName(const char* n) { name = n; } - void SetRegNum(const char* n) { regnum = n; } - void SetRegion(const char* n) { region = n; } - void SetSkin(const Skin* s) { skin = s; } - void SetLocation(const Point& p) { loc = p; } - void SetVelocity(const Point& p) { velocity = p; } - void SetRespawns(int r) { respawns = r; } - void SetHeading(double h) { heading = h; } - void SetIntegrity(double n) { integrity = n; } - void SetDecoys(int d) { decoys = d; } - void SetProbes(int p) { probes = p; } - void SetAmmo(const int* a); - void SetFuel(const int* f); - -protected: - Text name; - Text regnum; - Text region; - const Skin* skin; - Point loc; - Point velocity; - int respawns; - double heading; - double integrity; - int decoys; - int probes; - int ammo[16]; - int fuel[4]; -}; - -#endif Mission_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: Mission.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Simulation Universe and Region classes +*/ + +#ifndef Mission_h +#define Mission_h + +#include "Types.h" +#include "Intel.h" +#include "RLoc.h" +#include "Universe.h" +#include "Scene.h" +#include "Skin.h" +#include "Physical.h" +#include "Geometry.h" +#include "List.h" +#include "Text.h" + +// +--------------------------------------------------------------------+ + +class Mission; +class MissionElement; +class MissionLoad; +class MissionEvent; +class MissionShip; + +class CombatGroup; +class CombatUnit; + +class Ship; +class System; +class Element; +class ShipDesign; +class WeaponDesign; +class StarSystem; +class Instruction; + +class Term; +class TermArray; +class TermStruct; + +// +--------------------------------------------------------------------+ + +class Mission +{ +public: + static const char* TYPENAME() { return "Mission"; } + + enum TYPE + { + PATROL, + SWEEP, + INTERCEPT, + AIR_PATROL, + AIR_SWEEP, + AIR_INTERCEPT, + STRIKE, // ground attack + ASSAULT, // starship attack + DEFEND, + ESCORT, + ESCORT_FREIGHT, + ESCORT_SHUTTLE, + ESCORT_STRIKE, + INTEL, + SCOUT, + RECON, + BLOCKADE, + FLEET, + BOMBARDMENT, + FLIGHT_OPS, + TRANSPORT, + CARGO, + TRAINING, + OTHER + }; + + Mission(int id, const char* filename=0, const char* path=0); + virtual ~Mission(); + + int operator == (const Mission& m) const { return id == m.id; } + + virtual void Validate(); + virtual bool Load(const char* filename=0, const char* path=0); + virtual bool Save(); + virtual bool ParseMission(const char* buffer); + virtual void SetPlayer(MissionElement* player_element); + virtual MissionElement* GetPlayer(); + + // accessors/mutators: + int Identity() const { return id; } + const char* FileName() const { return filename; } + const char* Name() const { return name; } + const char* Description() const { return desc; } + const char* Situation() const { return sitrep; } + const char* Objective() const { return objective; } + const char* Subtitles() const; + int Start() const { return start; } + double Stardate() const { return stardate; } + int Type() const { return type; } + const char* TypeName() const { return RoleName(type); } + int Team() const { return team; } + bool IsOK() const { return ok; } + bool IsActive() const { return active; } + bool IsComplete() const { return complete; } + + StarSystem* GetStarSystem() const { return star_system; } + List& GetSystemList() { return system_list; } + const char* GetRegion() const { return region; } + + List& GetElements() { return elements; } + virtual MissionElement* FindElement(const char* name); + virtual void AddElement(MissionElement* elem); + + List& GetEvents() { return events; } + MissionEvent* FindEvent(int event_type) const; + virtual void AddEvent(MissionEvent* event); + + MissionElement* GetTarget() const { return target; } + MissionElement* GetWard() const { return ward; } + + void SetName(const char* n) { name = n; } + void SetDescription(const char* d) { desc = d; } + void SetSituation(const char* sit) { sitrep = sit; } + void SetObjective(const char* obj) { objective = obj; } + void SetStart(int s) { start = s; } + void SetType(int t) { type = t; } + void SetTeam(int iff) { team = iff; } + void SetStarSystem(StarSystem* s); + void SetRegion(const char* rgn) { region = rgn; } + void SetOK(bool a) { ok = a; } + void SetActive(bool a) { active = a; } + void SetComplete(bool c) { complete = c; } + void SetTarget(MissionElement* t) { target = t; } + void SetWard(MissionElement* w) { ward = w; } + + void ClearSystemList(); + + void IncreaseElemPriority(int index); + void DecreaseElemPriority(int index); + void IncreaseEventPriority(int index); + void DecreaseEventPriority(int index); + + static const char* RoleName(int role); + static int TypeFromName(const char* n); + + Text ErrorMessage() const { return errmsg; } + void AddError(Text err); + + Text Serialize(const char* player_elem=0, int player_index=0); + +protected: + MissionElement* ParseElement(TermStruct* val); + MissionEvent* ParseEvent(TermStruct* val); + MissionShip* ParseShip(TermStruct* val, MissionElement* element); + Instruction* ParseInstruction(TermStruct* val, MissionElement* element); + void ParseLoadout(TermStruct* val, MissionElement* element); + RLoc* ParseRLoc(TermStruct* val); + + int id; + char filename[64]; + char path[64]; + Text region; + Text name; + Text desc; + int type; + int team; + int start; + double stardate; + bool ok; + bool active; + bool complete; + bool degrees; + Text objective; + Text sitrep; + Text errmsg; + Text subtitles; + StarSystem* star_system; + List system_list; + + List elements; + List events; + + MissionElement* target; + MissionElement* ward; + MissionElement* current; +}; + +// +--------------------------------------------------------------------+ + +class MissionElement +{ + friend class Mission; + +public: + static const char* TYPENAME() { return "MissionElement"; } + + MissionElement(); + ~MissionElement(); + + int operator == (const MissionElement& r) const { return id == r.id; } + + int Identity() const { return id; } + const Text& Name() const { return name; } + Text Abbreviation() const; + const Text& Carrier() const { return carrier; } + const Text& Commander() const { return commander; } + const Text& Squadron() const { return squadron; } + const Text& Path() const { return path; } + int ElementID() const { return elem_id; } + const ShipDesign* GetDesign() const { return design; } + const Skin* GetSkin() const { return skin; } + int Count() const { return count; } + int MaintCount() const { return maint_count; } + int DeadCount() const { return dead_count; } + int GetIFF() const { return IFF_code; } + int IntelLevel() const { return intel; } + int MissionRole() const { return mission_role; } + int Player() const { return player; } + Text RoleName() const; + Color MarkerColor() const; + bool IsStarship() const; + bool IsDropship() const; + bool IsStatic() const; + bool IsGroundUnit() const; + bool IsSquadron() const; + bool IsCarrier() const; + bool IsAlert() const { return alert; } + bool IsPlayable() const { return playable; } + bool IsRogue() const { return rogue; } + bool IsInvulnerable() const { return invulnerable; } + int RespawnCount() const { return respawns; } + int HoldTime() const { return hold_time; } + int CommandAI() const { return command_ai; } + int ZoneLock() const { return zone_lock; } + + const Text& Region() const { return rgn_name; } + Point Location() const; + RLoc& GetRLoc() { return rloc; } + double Heading() const { return heading; } + + Text GetShipName(int n) const; + Text GetRegistry(int n) const; + + List& Objectives() { return objectives; } + List& Instructions() { return instructions; } + List& NavList() { return navlist; } + List& Loadouts() { return loadouts; } + List& Ships() { return ships; } + + void SetName(const char* n) { name = n; } + void SetCarrier(const char* c) { carrier = c; } + void SetCommander(const char* c) { commander = c; } + void SetSquadron(const char* s) { squadron = s; } + void SetPath(const char* p) { path = p; } + void SetElementID(int id) { elem_id = id; } + void SetDesign(const ShipDesign* d){ design = d; } + void SetSkin(const Skin* s) { skin = s; } + void SetCount(int n) { count = n; } + void SetMaintCount(int n) { maint_count = n; } + void SetDeadCount(int n) { dead_count = n; } + void SetIFF(int iff) { IFF_code = iff; } + void SetIntelLevel(int i) { intel = i; } + void SetMissionRole(int r) { mission_role = r; } + void SetPlayer(int p) { player = p; } + void SetPlayable(bool p) { playable = p; } + void SetRogue(bool r) { rogue = r; } + void SetInvulnerable(bool n) { invulnerable = n; } + void SetAlert(bool a) { alert = a; } + void SetCommandAI(int a) { command_ai = a; } + void SetRegion(const char* rgn) { rgn_name = rgn; } + void SetLocation(const Point& p); + void SetRLoc(const RLoc& r); + void SetHeading(double h) { heading = h; } + void SetRespawnCount(int r) { respawns = r; } + void SetHoldTime(int t) { hold_time = t; } + void SetZoneLock(int z) { zone_lock = z; } + + void AddNavPoint(Instruction* pt, Instruction* afterPoint=0); + void DelNavPoint(Instruction* pt); + void ClearFlightPlan(); + int GetNavIndex(const Instruction* n); + + void AddObjective(Instruction* obj) { objectives.append(obj); } + void AddInstruction(const char* i) { instructions.append(new(__FILE__,__LINE__) Text(i)); } + + CombatGroup* GetCombatGroup() { return combat_group; } + void SetCombatGroup(CombatGroup* g) { combat_group = g; } + CombatUnit* GetCombatUnit() { return combat_unit; } + void SetCombatUnit(CombatUnit* u) { combat_unit = u; } + +protected: + int id; + Text name; + Text carrier; + Text commander; + Text squadron; + Text path; + int elem_id; + const ShipDesign* design; + const Skin* skin; + int count; + int maint_count; + int dead_count; + int IFF_code; + int mission_role; + int intel; + int respawns; + int hold_time; + int zone_lock; + int player; + int command_ai; + bool alert; + bool playable; + bool rogue; + bool invulnerable; + + Text rgn_name; + RLoc rloc; + double heading; + + CombatGroup* combat_group; + CombatUnit* combat_unit; + + List objectives; + List instructions; + List navlist; + List loadouts; + List ships; +}; + +// +--------------------------------------------------------------------+ + +class MissionLoad +{ + friend class Mission; + +public: + static const char* TYPENAME() { return "MissionLoad"; } + + MissionLoad(int ship=-1, const char* name=0); + ~MissionLoad(); + + int GetShip() const; + void SetShip(int ship); + + Text GetName() const; + void SetName(Text name); + + int* GetStations(); + int GetStation(int index); + void SetStation(int index, int selection); + +protected: + int ship; + Text name; + int load[16]; +}; + +// +--------------------------------------------------------------------+ + +class MissionShip +{ + friend class Mission; + +public: + static const char* TYPENAME() { return "MissionShip"; } + + MissionShip(); + ~MissionShip() { } + + const Text& Name() const { return name; } + const Text& RegNum() const { return regnum; } + const Text& Region() const { return region; } + const Skin* GetSkin() const { return skin; } + const Point& Location() const { return loc; } + const Point& Velocity() const { return velocity; } + int Respawns() const { return respawns; } + double Heading() const { return heading; } + double Integrity() const { return integrity; } + int Decoys() const { return decoys; } + int Probes() const { return probes; } + const int* Ammo() const { return ammo; } + const int* Fuel() const { return fuel; } + + void SetName(const char* n) { name = n; } + void SetRegNum(const char* n) { regnum = n; } + void SetRegion(const char* n) { region = n; } + void SetSkin(const Skin* s) { skin = s; } + void SetLocation(const Point& p) { loc = p; } + void SetVelocity(const Point& p) { velocity = p; } + void SetRespawns(int r) { respawns = r; } + void SetHeading(double h) { heading = h; } + void SetIntegrity(double n) { integrity = n; } + void SetDecoys(int d) { decoys = d; } + void SetProbes(int p) { probes = p; } + void SetAmmo(const int* a); + void SetFuel(const int* f); + +protected: + Text name; + Text regnum; + Text region; + const Skin* skin; + Point loc; + Point velocity; + int respawns; + double heading; + double integrity; + int decoys; + int probes; + int ammo[16]; + int fuel[4]; +}; + +#endif Mission_h + -- cgit v1.1