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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:         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<StarSystem>&    GetSystemList()       { return system_list;  }
    const char*          GetRegion()     const { return region;       }

    List<MissionElement>& GetElements()        { return elements;     }
    virtual MissionElement* FindElement(const char* name);
    virtual void            AddElement(MissionElement* elem);

    List<MissionEvent>&  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<StarSystem>     system_list;

    List<MissionElement> elements;
    List<MissionEvent>   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<Instruction>&   Objectives()      { return objectives;    }
    List<Text>&          Instructions()    { return instructions;  }
    List<Instruction>&   NavList()         { return navlist;       }
    List<MissionLoad>&   Loadouts()        { return loadouts;      }
    List<MissionShip>&   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<Instruction> objectives;
    List<Text>        instructions;
    List<Instruction> navlist;
    List<MissionLoad> loadouts;
    List<MissionShip> 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