/* 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]; } long double GetTime() const { return time; } long double GetStartTime() const { return startTime; } void SetStartTime(long double t) { startTime = t; } long double GetLoadTime() const { return loadTime; } void SetLoadTime(long double t) { loadTime = t; } long double GetUpdateTime() const { return updateTime; } void SetUpdateTime(long 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 long 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; long double time; long double loadTime; long double startTime; long double updateTime; int lockout; }; #endif // Campaign_h