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/* 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: 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<Instruction>& 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<Ship> ships;
List<Text> ship_names;
List<Text> instructions;
List<Instruction> objectives;
List<Instruction> 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
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