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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