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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: Sim.h
AUTHOR: John DiCamillo
OVERVIEW
========
Simulation Universe and Region classes
*/
#ifndef Sim_h
#define Sim_h
#include "Types.h"
#include "Universe.h"
#include "Scene.h"
#include "Physical.h"
#include "Geometry.h"
#include "List.h"
#include "Text.h"
// +--------------------------------------------------------------------+
class Sim;
class SimRegion;
class SimObject;
class SimObserver;
class SimHyper;
class SimSplash;
class StarSystem;
class Orbital;
class OrbitalRegion;
class Asteroid;
class NetGame;
class CameraDirector;
class Contact;
class Ship;
class ShipDesign;
class System;
class Element;
class Shot;
class Drone;
class Explosion;
class Debris;
class WeaponDesign;
class MotionController;
class Dust;
class Grid;
class Mission;
class MissionElement;
class MissionEvent;
class Hangar;
class FlightDeck;
class Terrain;
class TerrainPatch;
class Model;
// +--------------------------------------------------------------------+
class Sim : public Universe
{
friend class SimRegion;
public:
enum { REAL_SPACE, AIR_SPACE };
Sim(MotionController* ctrl);
virtual ~Sim();
static Sim* GetSim() { return sim; }
virtual void ExecFrame(double seconds);
void LoadMission(Mission* msn, bool preload_textures=false);
void ExecMission();
void CommitMission();
void UnloadMission();
void NextView();
void ShowGrid(int show = true);
bool GridShown() const;
const char* FindAvailCallsign(int IFF);
Element* CreateElement(const char* callsign, int IFF, int type=0/*PATROL*/);
void DestroyElement(Element* elem);
Ship* CreateShip(const char* name,
const char* reg_num,
ShipDesign* design,
const char* rgn_name,
const Point& loc,
int IFF=0,
int cmd_ai=0,
const int* loadout=0);
Ship* FindShip(const char* name, const char* rgn_name=0);
Shot* CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* d, const Ship* ship=0, SimRegion* rgn=0);
Explosion* CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn=0, SimObject* source=0, System* sys=0);
Debris* CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn=0);
Asteroid* CreateAsteroid(const Point& pos, int type, double mass, SimRegion* rgn=0);
void CreateSplashDamage(Ship* ship);
void CreateSplashDamage(Shot* shot);
void DestroyShip(Ship* ship);
void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);
virtual Ship* FindShipByObjID(DWORD objid);
virtual Shot* FindShotByObjID(DWORD objid);
Mission* GetMission() { return mission; }
List<MissionEvent>& GetEvents() { return events; }
List<SimRegion>& GetRegions() { return regions; }
SimRegion* FindRegion(const char* name);
SimRegion* FindRegion(OrbitalRegion* rgn);
SimRegion* FindNearestSpaceRegion(SimObject* object);
SimRegion* FindNearestSpaceRegion(Orbital* body);
SimRegion* FindNearestTerrainRegion(SimObject* object);
SimRegion* FindNearestRegion(SimObject* object, int type);
bool ActivateRegion(SimRegion* rgn);
void RequestHyperJump(Ship* obj,
SimRegion* rgn,
const Point& loc,
int type=0,
Ship* fc_src=0,
Ship* fc_dst=0);
SimRegion* GetActiveRegion() { return active_region; }
StarSystem* GetStarSystem() { return star_system; }
List<StarSystem>& GetSystemList();
Scene* GetScene() { return &scene; }
Ship* GetPlayerShip();
Element* GetPlayerElement();
Orbital* FindOrbitalBody(const char* name);
void SetSelection(Ship* s);
bool IsSelected(Ship* s);
ListIter<Ship> GetSelection();
void ClearSelection();
void AddSelection(Ship* s);
void SetTestMode(bool t=true);
bool IsTestMode() const { return test_mode; }
bool IsNetGame() const { return netgame != 0; }
bool IsActive() const;
bool IsComplete() const;
MotionController* GetControls() const { return ctrl; }
Element* FindElement(const char* name);
List<Element>& GetElements() { return elements; }
int GetAssignedElements(Element* elem, List<Element>& assigned);
void SkipCutscene();
void ResolveTimeSkip(double seconds);
void ResolveHyperList();
void ResolveSplashList();
void ExecEvents(double seconds);
void ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0);
double MissionClock() const;
DWORD StartTime() const { return start_time; }
// Create a list of mission elements based on the current
// state of the simulation. Used for multiplayer join in progress.
ListIter<MissionElement> GetMissionElements();
protected:
void CreateRegions();
void CreateElements();
void CopyEvents();
void BuildLinks();
// Convert a single live element into a mission element
// that can be serialized over the net.
MissionElement* CreateMissionElement(Element* elem);
Hangar* FindSquadron(const char* name, int& index);
static Sim* sim;
SimRegion* active_region;
StarSystem* star_system;
Scene scene;
Dust* dust;
CameraDirector* cam_dir;
List<SimRegion> regions;
List<SimRegion> rgn_queue;
List<SimHyper> jumplist;
List<SimSplash> splashlist;
List<Element> elements;
List<Element> finished;
List<MissionEvent> events;
List<MissionElement> mission_elements;
MotionController* ctrl;
bool test_mode;
bool grid_shown;
Mission* mission;
NetGame* netgame;
DWORD start_time;
};
// +--------------------------------------------------------------------+
class SimRegion
{
friend class Sim;
public:
static const char* TYPENAME() { return "SimRegion"; }
enum { REAL_SPACE, AIR_SPACE };
SimRegion(Sim* sim, const char* name, int type);
SimRegion(Sim* sim, OrbitalRegion* rgn);
virtual ~SimRegion();
int operator == (const SimRegion& r) const { return (sim==r.sim) && (name==r.name); }
int operator < (const SimRegion& r) const;
int operator <= (const SimRegion& r) const;
virtual void Activate();
virtual void Deactivate();
virtual void ExecFrame(double seconds);
void ShowGrid(int show = true);
void NextView();
Ship* FindShip(const char* name);
Ship* GetPlayerShip() { return player_ship; }
void SetPlayerShip(Ship* ship);
OrbitalRegion* GetOrbitalRegion() { return orbital_region; }
Terrain* GetTerrain() { return terrain; }
bool IsActive() const { return active; }
bool IsAirSpace() const { return type == AIR_SPACE; }
bool IsOrbital() const { return type == REAL_SPACE; }
bool CanTimeSkip()const;
virtual Ship* FindShipByObjID(DWORD objid);
virtual Shot* FindShotByObjID(DWORD objid);
virtual void InsertObject(Ship* ship);
virtual void InsertObject(Shot* shot);
virtual void InsertObject(Explosion* explosion);
virtual void InsertObject(Debris* debris);
virtual void InsertObject(Asteroid* asteroid);
const char* Name() const { return name; }
int Type() const { return type; }
int NumShips() { return ships.size(); }
List<Ship>& Ships() { return ships; }
List<Ship>& Carriers() { return carriers; }
List<Shot>& Shots() { return shots; }
List<Drone>& Drones() { return drones; }
List<Debris>& Rocks() { return debris; }
List<Asteroid>& Roids() { return asteroids; }
List<Explosion>& Explosions() { return explosions; }
List<SimRegion>& Links() { return links; }
StarSystem* System() { return star_system; }
Point Location() const { return location; }
void SetSelection(Ship* s);
bool IsSelected(Ship* s);
ListIter<Ship> GetSelection();
void ClearSelection();
void AddSelection(Ship* s);
List<Contact>& TrackList(int iff);
void ResolveTimeSkip(double seconds);
protected:
void CommitMission();
void TranslateObject(SimObject* object);
void AttachPlayerShip(int index);
void DestroyShips();
void DestroyShip(Ship* ship);
void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);
void UpdateSky(double seconds, const Point& ref);
void UpdateShips(double seconds);
void UpdateShots(double seconds);
void UpdateExplosions(double seconds);
void UpdateTracks(double seconds);
void DamageShips();
void CollideShips();
void CrashShips();
void DockShips();
Sim* sim;
Text name;
int type;
StarSystem* star_system;
OrbitalRegion* orbital_region;
Point location;
Grid* grid;
Terrain* terrain;
bool active;
Ship* player_ship;
int current_view;
List<Ship> ships;
List<Ship> carriers;
List<Ship> selection;
List<Ship> dead_ships;
List<Shot> shots;
List<Drone> drones;
List<Explosion> explosions;
List<Debris> debris;
List<Asteroid> asteroids;
List<Contact> track_database[5];
List<SimRegion> links;
DWORD sim_time;
int ai_index;
};
#endif // Sim_h
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