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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