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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: 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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