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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: MissionTemplate.h
AUTHOR: John DiCamillo
OVERVIEW
========
Simulation Universe and Region classes
*/
#ifndef MissionTemplate_h
#define MissionTemplate_h
#include "Types.h"
#include "Mission.h"
// +--------------------------------------------------------------------+
class MissionTemplate;
class MissionAlias;
class MissionCallsign;
class MissionEvent;
// +--------------------------------------------------------------------+
class MissionTemplate : public Mission
{
public:
static const char* TYPENAME() { return "MissionTemplate"; }
MissionTemplate(int id, const char* filename=0, const char* path=0);
virtual ~MissionTemplate();
virtual bool Load(const char* filename=0, const char* path=0);
// accessors/mutators:
virtual MissionElement* FindElement(const char* name);
virtual void AddElement(MissionElement* elem);
virtual bool MapElement(MissionElement* elem);
virtual Text MapShip(Text name);
virtual CombatGroup* GetPlayerSquadron() const { return player_squadron; }
virtual void SetPlayerSquadron(CombatGroup* ps) { player_squadron = ps; }
virtual Text MapCallsign(const char* name, int iff);
virtual bool MapEvent(MissionEvent* event);
protected:
CombatGroup* FindCombatGroup(int iff, const ShipDesign* dsn);
void ParseAlias(TermStruct* val);
void ParseCallsign(TermStruct* val);
bool ParseOptional(TermStruct* val);
void CheckObjectives();
List<MissionAlias> aliases;
List<MissionCallsign> callsigns;
CombatGroup* player_squadron;
};
// +--------------------------------------------------------------------+
class MissionAlias
{
friend class MissionTemplate;
public:
static const char* TYPENAME() { return "MissionAlias"; }
MissionAlias() : elem(0) { }
MissionAlias(const char* n, MissionElement* e) : name(n), elem(e) { }
virtual ~MissionAlias() { }
int operator == (const MissionAlias& a) const { return name == a.name; }
Text Name() const { return name; }
MissionElement* Element() const { return elem; }
void SetName(const char* n) { name = n; }
void SetElement(MissionElement* e) { elem = e; }
protected:
Text name;
MissionElement* elem;
};
// +--------------------------------------------------------------------+
class MissionCallsign
{
friend class MissionTemplate;
public:
static const char* TYPENAME() { return "MissionCallsign"; }
MissionCallsign() { }
MissionCallsign(const char* c, const char* n) : call(c), name(n) { }
virtual ~MissionCallsign() { }
int operator == (const MissionCallsign& a)const { return call == a.call; }
Text Callsign() const { return call; }
Text Name() const { return name; }
void SetCallsign(const char* c) { call = c; }
void SetName(const char* n) { name = n; }
protected:
Text call;
Text name;
};
#endif MissionTemplate_h
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