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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: Ship.h
AUTHOR: John DiCamillo
OVERVIEW
========
Starship (or space/ground station) class
*/
#ifndef Ship_h
#define Ship_h
#include "Types.h"
#include "SimObject.h"
#include "DetailSet.h"
#include "Director.h"
#include "Geometry.h"
#include "List.h"
// +--------------------------------------------------------------------+
class Ship;
class Shot;
class Drone;
class Bitmap;
class CombatUnit;
class Computer;
class Contact;
class Drive;
class Element;
class Farcaster;
class FlightComp;
class FlightDeck;
class Hangar;
class InboundSlot;
class Instruction;
class LandingGear;
class MotionController;
class NavLight;
class NavSystem;
class PowerSource;
class QuantumDrive;
class RadioMessage;
class Shield;
class ShieldRep;
class ShipDesign;
class ShipKiller;
class Solid;
class Skin;
class Sound;
class Sensor;
class System;
class Thruster;
class Weapon;
class WeaponDesign;
class WeaponGroup;
// +--------------------------------------------------------------------+
class Ship : public SimObject,
public SimObserver
{
public:
static const char* TYPENAME() { return "Ship"; }
enum CLASSIFICATION {
DRONE = 0x0001,
FIGHTER = 0x0002,
ATTACK = 0x0004,
LCA = 0x0008,
COURIER = 0x0010,
CARGO = 0x0020,
CORVETTE = 0x0040,
FREIGHTER = 0x0080,
FRIGATE = 0x0100,
DESTROYER = 0x0200,
CRUISER = 0x0400,
BATTLESHIP = 0x0800,
CARRIER = 0x1000,
DREADNAUGHT = 0x2000,
STATION = 0x4000,
FARCASTER = 0x8000,
MINE = 0x00010000,
COMSAT = 0x00020000,
DEFSAT = 0x00040000,
SWACS = 0x00080000,
BUILDING = 0x00100000,
FACTORY = 0x00200000,
SAM = 0x00400000,
EWR = 0x00800000,
C3I = 0x01000000,
STARBASE = 0x02000000,
DROPSHIPS = 0x0000000f,
STARSHIPS = 0x0000fff0,
SPACE_UNITS = 0x000f0000,
GROUND_UNITS = 0xfff00000
};
enum OP_MODE { DOCKED, ALERT, LOCKED, LAUNCH, TAKEOFF, ACTIVE, APPROACH, RECOVERY, DOCKING };
enum FLCS_MODE { FLCS_MANUAL, FLCS_AUTO, FLCS_HELM };
enum TRAN_TYPE { TRANSITION_NONE,
TRANSITION_DROP_CAM,
TRANSITION_DROP_ORBIT,
TRANSITION_MAKE_ORBIT,
TRANSITION_TIME_SKIP,
TRANSITION_DEATH_SPIRAL,
TRANSITION_DEAD };
enum FLIGHT_MODEL { FM_STANDARD, FM_RELAXED, FM_ARCADE };
enum LANDING_MODEL { LM_STANDARD, LM_EASIER };
// CONSTRUCTORS:
Ship(const char* ship_name, const char* reg_num, ShipDesign* design, int IFF=0, int cmd_ai=0, const int* loadout=0);
virtual ~Ship();
int operator == (const Ship& s) const { return id == s.id; }
static void Initialize();
static void Close();
virtual void ExecFrame(double seconds);
virtual void AeroFrame(double seconds);
virtual void StatFrame(double seconds);
virtual void DockFrame(double seconds);
virtual void LinearFrame(double seconds);
virtual void ExecSensors(double seconds);
void ExecNavFrame(double seconds);
void ExecPhysics(double seconds);
void ExecThrottle(double seconds);
void ExecSystems(double seconds);
virtual void Activate(Scene& scene);
virtual void Deactivate(Scene& scene);
virtual void SelectDetail(double seconds);
virtual void SetRegion(SimRegion* rgn);
virtual int GetTextureList(List<Bitmap>& textures);
// DIRECTION:
virtual void SetControls(MotionController* m);
virtual void SetNetworkControl(Director* net_ctrl=0);
void SetDirectorInfo(const char* msg) { director_info = msg; }
const char* GetDirectorInfo() const { return director_info; }
void SetAIMode(int n) { ai_mode = (BYTE) n; }
int GetAIMode() const { return (int) ai_mode; }
void SetCommandAILevel(int n) { command_ai_level = (BYTE) n; }
int GetCommandAILevel() const { return command_ai_level; }
virtual int GetFlightPhase() const { return flight_phase; }
virtual void SetFlightPhase(OP_MODE phase);
bool IsNetObserver() const { return net_observer_mode; }
void SetNetObserver(bool n) { net_observer_mode = n; }
bool IsInvulnerable() const { return invulnerable; }
void SetInvulnerable(bool n) { invulnerable = n; }
double GetHelmHeading() const { return helm_heading; }
double GetHelmPitch() const { return helm_pitch; }
void SetHelmHeading(double h);
void SetHelmPitch(double p);
virtual void ApplyHelmYaw(double y);
virtual void ApplyHelmPitch(double p);
virtual void ApplyPitch(double pitch_acc); // override for G limiter
void ArcadeStop() { arcade_velocity *= 0; }
// CAMERA:
Point BridgeLocation() const { return bridge_vec; }
Point ChaseLocation() const { return chase_vec; }
Point TransitionLocation() const { return transition_loc; }
// FLIGHT DECK:
Ship* GetController() const;
int NumInbound() const;
int NumFlightDecks() const;
FlightDeck* GetFlightDeck(int i=0) const;
Ship* GetCarrier() const { return carrier; }
FlightDeck* GetDock() const { return dock; }
void SetCarrier(Ship* c, FlightDeck* d);
void Stow();
InboundSlot* GetInbound() const { return inbound; }
void SetInbound(InboundSlot* s);
// DRIVE SYSTEMS:
int GetFuelLevel() const; // (0-100) percent of full tank
void SetThrottle(double percent);
void SetAugmenter(bool enable);
double Thrust(double seconds) const;
double VelocityLimit() const { return vlimit; }
Drive* GetDrive() const { return main_drive; }
double Throttle() const { return throttle; }
bool Augmenter() const { return augmenter; }
QuantumDrive* GetQuantumDrive() const { return quantum_drive; }
Farcaster* GetFarcaster() const { return farcaster; }
bool IsAirborne() const;
bool IsDropCam() const { return transition_type == TRANSITION_DROP_CAM; }
bool IsDropping() const { return transition_type == TRANSITION_DROP_ORBIT; }
bool IsAttaining() const { return transition_type == TRANSITION_MAKE_ORBIT; }
bool IsSkipping() const { return transition_type == TRANSITION_TIME_SKIP; }
bool IsDying() const { return transition_type == TRANSITION_DEATH_SPIRAL; }
bool IsDead() const { return transition_type == TRANSITION_DEAD; }
bool InTransition() const { return transition_type != TRANSITION_NONE; }
void DropOrbit();
void MakeOrbit();
bool CanTimeSkip();
bool IsInCombat();
void TimeSkip();
void DropCam(double time=10, double range=0);
void DeathSpiral();
void CompleteTransition();
void SetTransition(double trans_time, int trans_type, const Point& trans_loc);
double CompassHeading() const;
double CompassPitch() const;
double AltitudeMSL() const;
double AltitudeAGL() const;
double GForce() const;
virtual void SetupAgility();
// FLIGHT CONTROL SYSTEM (FLCS):
void ExecFLCSFrame();
void CycleFLCSMode();
void SetFLCSMode(int mode);
int GetFLCSMode() const;
void SetTransX(double t);
void SetTransY(double t);
void SetTransZ(double t);
bool IsGearDown();
void LowerGear();
void RaiseGear();
void ToggleGear();
void ToggleNavlights();
// WEAPON SYSTEMS:
virtual void CheckFriendlyFire();
virtual void CheckFire(bool c) { check_fire = c; }
virtual bool CheckFire() const { return (check_fire||net_observer_mode)?true:false; }
virtual void SelectWeapon(int n, int w);
virtual bool FireWeapon(int n);
virtual bool FirePrimary() { return FireWeapon(primary); }
virtual bool FireSecondary() { return FireWeapon(secondary); }
virtual bool FireDecoy();
virtual void CyclePrimary();
virtual void CycleSecondary();
virtual Weapon* GetPrimary() const;
virtual Weapon* GetSecondary() const;
virtual Weapon* GetWeaponByIndex(int n);
virtual WeaponGroup* GetPrimaryGroup() const;
virtual WeaponGroup* GetSecondaryGroup() const;
virtual Weapon* GetDecoy() const;
virtual List<Shot>& GetActiveDecoys();
virtual void AddActiveDecoy(Drone* d);
virtual int* GetLoadout() { return loadout; }
List<Shot>& GetThreatList();
void AddThreat(Shot* s);
void DropThreat(Shot* s);
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const { return name; }
virtual int GetMissileEta(int index) const;
virtual void SetMissileEta(int id, int eta);
virtual WeaponDesign* GetPrimaryDesign() const;
virtual WeaponDesign* GetSecondaryDesign() const;
virtual void SetTarget(SimObject* t, System* sub=0, bool from_net=false);
virtual SimObject* GetTarget() const { return target; }
virtual System* GetSubTarget() const { return subtarget; }
virtual void CycleSubTarget(int dir=1);
virtual void DropTarget();
virtual void LockTarget(int type=SimObject::SIM_SHIP,
bool closest=false,
bool hostile=false);
virtual void LockTarget(SimObject* candidate);
virtual bool IsTracking(SimObject* tgt);
virtual bool GetTrigger(int i) const;
virtual void SetTrigger(int i);
Ship* GetWard() const { return ward; }
void SetWard(Ship* s);
// SHIELD SYSTEMS:
virtual double InflictDamage(double damage,
Shot* shot = 0,
int hit_type = 3,
Point hull_impact = Point(0,0,0));
virtual double InflictSystemDamage(double damage, Shot* shot, Point impact);
virtual void InflictNetDamage(double damage, Shot* shot=0);
virtual void InflictNetSystemDamage(System* system, double damage, BYTE type);
virtual void SetNetSystemStatus(System* system, int status, int power, int reactor, double avail);
virtual void SetIntegrity(float n) { integrity = n; }
virtual void Destroy();
virtual int ShieldStrength() const;
virtual int HullStrength() const;
virtual int HitBy(Shot* shot, Point& impact);
virtual int CollidesWith(Physical& o);
// SENSORS AND VISIBILITY:
virtual int GetContactID() const { return contact_id; }
virtual int GetIFF() const { return IFF_code; }
virtual void SetIFF(int iff);
virtual Color MarkerColor() const;
static Color IFFColor(int iff);
virtual void DoEMCON();
virtual double PCS() const;
virtual double ACS() const;
int NumContacts() const; // actual sensor contacts
List<Contact>& ContactList();
virtual int GetSensorMode() const;
virtual void SetSensorMode(int mode);
virtual void LaunchProbe();
virtual Weapon* GetProbeLauncher() const { return probe; }
virtual Drone* GetProbe() const { return sensor_drone; }
virtual void SetProbe(Drone* d);
virtual int GetEMCON() const { return emcon; }
virtual void SetEMCON(int e, bool from_net=false);
virtual Contact* FindContact(SimObject* s) const;
virtual bool IsHostileTo(const SimObject* o) const;
// GENERAL ACCESSORS:
const char* Registry() const { return regnum; }
void SetName(const char* ident) { strcpy_s(name, ident); }
const ShipDesign* Design() const { return design; }
const char* Abbreviation() const;
const char* DesignName() const;
const char* DesignFileName() const;
static const char* ClassName(int c);
static int ClassForName(const char* name);
const char* ClassName() const;
CLASSIFICATION Class() const;
bool IsGroundUnit() const;
bool IsStarship() const;
bool IsDropship() const;
bool IsStatic() const;
bool IsRogue() const;
void SetRogue(bool r=true);
int GetFriendlyFire() const { return ff_count; }
void SetFriendlyFire(int f);
void IncFriendlyFire(int f=1);
double Agility() const { return agility; }
DWORD MissionClock() const;
Graphic* Cockpit() const;
void ShowCockpit();
void HideCockpit();
int Value() const;
double AIValue() const;
static int Value(int type);
const Skin* GetSkin() const { return skin; }
void UseSkin(const Skin* s) { skin = s; }
void ShowRep();
void HideRep();
void EnableShadows(bool enable);
int RespawnCount() const { return respawns; }
void SetRespawnCount(int r) { respawns = r; }
const Point& RespawnLoc() const { return respawn_loc; }
void SetRespawnLoc(const Point& rl)
{ respawn_loc = rl; }
double WarpFactor() const { return warp_fov; }
void SetWarp(double w) { warp_fov = (float) w; }
void MatchOrientation(const Ship& s);
// ORDERS AND NAVIGATION:
void ExecEvalFrame(double seconds);
void SetLaunchPoint(Instruction* pt);
void AddNavPoint(Instruction* pt, Instruction* afterPoint=0);
void DelNavPoint(Instruction* pt);
void ClearFlightPlan();
Instruction* GetNextNavPoint();
int GetNavIndex(const Instruction* n);
double RangeToNavPoint(const Instruction* n);
void SetNavptStatus(Instruction* n, int status);
List<Instruction>& GetFlightPlan();
int FlightPlanLength();
CombatUnit* GetCombatUnit() const { return combat_unit; }
Element* GetElement() const { return element; }
Ship* GetLeader() const;
int GetElementIndex() const;
int GetOrigElementIndex() const;
void SetElement(Element* e);
Instruction* GetRadioOrders() const;
void ClearRadioOrders();
void HandleRadioMessage(RadioMessage* msg);
bool IsAutoNavEngaged();
void SetAutoNav(bool engage=true);
void CommandMode();
void ClearTrack();
void UpdateTrack();
int TrackLength() const { return ntrack; }
Point TrackPoint(int i) const;
// DAMAGE CONTROL AND ENGINEERING:
List<System>& RepairQueue() { return repair_queue; }
double RepairSpeed() const;
int RepairTeams() const;
void RepairSystem(System* sys);
void IncreaseRepairPriority(int task_index);
void DecreaseRepairPriority(int task_index);
void ExecMaintFrame(double seconds);
bool AutoRepair() const { return auto_repair; }
void EnableRepair(bool e) { auto_repair = e; }
bool MasterCaution() const { return master_caution; }
void ClearCaution() { master_caution = 0; }
// SYSTEM ACCESSORS:
List<System>& Systems() { return systems; }
List<WeaponGroup>& Weapons() { return weapons; }
List<Drive>& Drives() { return drives; }
List<Computer>& Computers() { return computers; }
List<FlightDeck>& FlightDecks() { return flight_decks; }
List<PowerSource>& Reactors() { return reactors; }
List<NavLight>& NavLights() { return navlights; }
Shield* GetShield() { return shield; }
Solid* GetShieldRep() { return (Solid*) shieldRep; }
Sensor* GetSensor() { return sensor; }
NavSystem* GetNavSystem() { return navsys; }
FlightComp* GetFLCS() { return flcs; }
Thruster* GetThruster() { return thruster; }
Hangar* GetHangar() { return hangar; }
LandingGear* GetGear() { return gear; }
System* GetSystem(int sys_id);
static int GetControlModel() { return control_model; }
static void SetControlModel(int n) { control_model = n; }
static int GetFlightModel() { return flight_model; }
static void SetFlightModel(int f) { flight_model = f; }
static int GetLandingModel() { return landing_model; }
static void SetLandingModel(int f) { landing_model = f; }
static double GetFriendlyFireLevel() { return friendly_fire_level; }
static void SetFriendlyFireLevel(double f)
{ friendly_fire_level = f; }
protected:
int CheckShotIntersection(Shot* shot, Point& ipt, Point& hpt, Weapon** wep=0);
WeaponGroup* FindWeaponGroup(const char* name);
char regnum[16];
ShipDesign* design;
ShipKiller* killer;
DetailSet detail;
int detail_level;
Sim* sim;
double vlimit;
double agility;
double throttle;
double throttle_request;
bool augmenter;
float wep_mass;
float wep_resist;
int IFF_code;
int cmd_chain_index;
int ff_count;
OP_MODE flight_phase;
SimObject* target;
System* subtarget;
Ship* ward;
int check_fire;
int primary;
int secondary;
const Skin* skin;
Solid* cockpit;
Drive* main_drive;
QuantumDrive* quantum_drive;
Farcaster* farcaster;
Shield* shield;
ShieldRep* shieldRep;
NavSystem* navsys;
FlightComp* flcs;
Sensor* sensor;
LandingGear* gear;
Thruster* thruster;
Weapon* decoy;
Weapon* probe;
Drone* sensor_drone;
Hangar* hangar;
List<Shot> decoy_list;
List<Shot> threat_list;
List<System> systems;
List<PowerSource> reactors;
List<WeaponGroup> weapons;
List<Drive> drives;
List<Computer> computers;
List<FlightDeck> flight_decks;
List<NavLight> navlights;
List<System> repair_queue;
CombatUnit* combat_unit;
Element* element;
int orig_elem_index;
Instruction* radio_orders;
Instruction* launch_point;
Vec3 chase_vec;
Vec3 bridge_vec;
const char* director_info;
BYTE ai_mode;
BYTE command_ai_level;
BYTE flcs_mode;
bool net_observer_mode;
float pcs; // passive sensor cross section
float acs; // active sensor cross section
BYTE emcon;
BYTE old_emcon;
bool invulnerable;
DWORD launch_time;
DWORD friendly_fire_time;
Ship* carrier;
FlightDeck* dock;
InboundSlot* inbound;
Director* net_control;
Point* track;
int ntrack;
DWORD track_time;
float helm_heading;
float helm_pitch;
float altitude_agl;
float g_force;
float warp_fov;
float transition_time;
int transition_type;
Point transition_loc;
Point respawn_loc;
int respawns;
bool master_caution;
bool auto_repair;
DWORD last_repair_time;
DWORD last_eval_time;
DWORD last_beam_time;
DWORD last_bolt_time;
int missile_id[4];
BYTE missile_eta[4];
bool trigger[4];
int* loadout;
int contact_id;
static int control_model;
static int flight_model;
static int landing_model;
static double friendly_fire_level;
};
#endif // Ship_h
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