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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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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