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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	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