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/Mission.h | 426 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 426 insertions(+) create mode 100644 Stars45/Mission.h (limited to 'Stars45/Mission.h') diff --git a/Stars45/Mission.h b/Stars45/Mission.h new file mode 100644 index 0000000..f792951 --- /dev/null +++ b/Stars45/Mission.h @@ -0,0 +1,426 @@ +/* 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 + -- cgit v1.1