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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2006. All Rights Reserved.

	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<MissionInfo> 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<MissionInfo>&   GetMissionList()     { return missions;      }
	List<Combatant>&     GetCombatants()      { return combatants;    }
	List<CombatZone>&    GetZones()           { return zones;         }
	List<StarSystem>&    GetSystemList()      { return systems;       }
	List<CombatAction>&  GetActions()         { return actions;       }
	List<CombatEvent>&   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];   }
	double               GetTime()         const { return time;        }
	double               GetStartTime()    const { return startTime;   }
	void                 SetStartTime(double t)  { startTime = t;      }
	double               GetLoadTime()     const { return loadTime;    }
	void                 SetLoadTime(double t)   { loadTime = t;       }
	double               GetUpdateTime()   const { return updateTime;  }
	void                 SetUpdateTime(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<CombatUnit>& units);

	static void          Initialize();
	static void          Close();
	static Campaign*     GetCampaign();
	static List<Campaign>&
	GetAllCampaigns();
	static int           GetLastCampaignId();
	static Campaign*     SelectCampaign(const char* name);
	static Campaign*     CreateCustomCampaign(const char* name, const char* path);

	static 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<Combatant>      combatants;
	List<StarSystem>     systems;
	List<CombatZone>     zones;
	List<CampaignPlan>   planners;
	List<MissionInfo>    missions;
	List<TemplateList>   templates;
	List<CombatAction>   actions;
	List<CombatEvent>    events;
	CombatGroup*         player_group;
	CombatUnit*          player_unit;

	int                  mission_id;
	Mission*             mission;
	Mission*             net_mission;

	double               time;
	double               loadTime;
	double               startTime;
	double               updateTime;
	int                  lockout;
};

#endif Campaign_h