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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: Player.h
AUTHOR: John DiCamillo
OVERVIEW
========
Player / Logbook class
*/
#ifndef Player_h
#define Player_h
#include "Types.h"
#include "List.h"
#include "Text.h"
// +-------------------------------------------------------------------+
class Player;
class Bitmap;
class ShipStats;
class AwardInfo;
class Sound;
// +-------------------------------------------------------------------+
class Player
{
public:
static const char* TYPENAME() { return "Player"; }
Player(const char* name);
virtual ~Player();
int operator == (const Player& u) const { return name == u.name; }
int Identity() const { return uid; }
const Text& Name() const { return name; }
const Text& Password() const { return pass; }
const Text& Squadron() const { return squadron; }
const Text& Signature() const { return signature; }
const Text& ChatMacro(int n) const;
int CreateDate() const { return create_date; }
int Rank() const;
int Medal(int n) const;
int Points() const { return points; }
int Medals() const { return medals; }
int FlightTime() const { return flight_time; }
int Missions() const { return missions; }
int Kills() const { return kills; }
int Losses() const { return losses; }
int Campaigns() const { return campaigns; }
int Trained() const { return trained; }
int FlightModel() const { return flight_model; }
int FlyingStart() const { return flying_start; }
int LandingModel() const { return landing_model; }
int AILevel() const { return ai_level; }
int HUDMode() const { return hud_mode; }
int HUDColor() const { return hud_color; }
int FriendlyFire() const { return ff_level; }
int GridMode() const { return grid; }
int Gunsight() const { return gunsight; }
bool ShowAward() const { return award != 0; }
Text AwardName() const;
Text AwardDesc() const;
Bitmap* AwardImage() const;
Sound* AwardSound() const;
bool CanCommand(int ship_class);
void SetName(const char* n);
void SetPassword(const char* p);
void SetSquadron(const char* s);
void SetSignature(const char* s);
void SetChatMacro(int n, const char* m);
void SetCreateDate(int d);
void SetRank(int r);
void SetPoints(int p);
void SetMedals(int m);
void SetCampaigns(int n);
void SetTrained(int n);
void SetFlightTime(int t);
void SetMissions(int m);
void SetKills(int k);
void SetLosses(int l);
void AddFlightTime(int t);
void AddPoints(int p);
void AddMedal(int m);
void AddMissions(int m);
void AddKills(int k);
void AddLosses(int l);
bool HasTrained(int n) const;
bool HasCompletedCampaign(int id) const;
void SetCampaignComplete(int id);
void SetFlightModel(int n);
void SetFlyingStart(int n);
void SetLandingModel(int n);
void SetAILevel(int n);
void SetHUDMode(int n);
void SetHUDColor(int n);
void SetFriendlyFire(int n);
void SetGridMode(int n);
void SetGunsight(int n);
void ClearShowAward();
Text EncodeStats();
void DecodeStats(const char* stats);
int GetMissionPoints(ShipStats* stats, DWORD start_time);
void ProcessStats(ShipStats* stats, DWORD start_time);
bool EarnedAward(AwardInfo* a, ShipStats* s);
static const char* RankName(int rank);
static const char* RankAbrv(int rank);
static int RankFromName(const char* name);
static Bitmap* RankInsignia(int rank, int size);
static const char* RankDescription(int rank);
static const char* MedalName(int medal);
static Bitmap* MedalInsignia(int medal, int size);
static const char* MedalDescription(int medal);
static int CommandRankRequired(int ship_class);
static List<Player>& GetRoster();
static Player* GetCurrentPlayer();
static void SelectPlayer(Player* p);
static Player* Create(const char* name);
static void Destroy(Player* p);
static Player* Find(const char* name);
static void Initialize();
static void Close();
static void Load();
static void Save();
static bool ConfigExists();
static void LoadAwardTables();
protected:
Player();
void CreateUniqueID();
int uid;
Text name;
Text pass;
Text squadron;
Text signature;
Text chat_macros[10];
int mfd[4];
// stats:
int create_date;
int points;
int medals; // bitmap of earned medals
int flight_time;
int missions;
int kills;
int losses;
int campaigns; // bitmap of completed campaigns
int trained; // id of highest training mission completed
// gameplay options:
int flight_model;
int flying_start;
int landing_model;
int ai_level;
int hud_mode;
int hud_color;
int ff_level;
int grid;
int gunsight;
// transient:
AwardInfo* award;
};
#endif Player_h
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