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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