/* 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