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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:         SimEvent.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Simulation Universe and Region classes
*/

#ifndef SimEvent_h
#define SimEvent_h

#include "Types.h"
#include "List.h"
#include "Text.h"

// +--------------------------------------------------------------------+

class Sim;
class SimRegion;
class SimObject;
class SimObserver;
class SimHyper;
class CombatGroup;
class CombatUnit;

// +--------------------------------------------------------------------+

class SimEvent
{
public:
    static const char* TYPENAME() { return "SimEvent"; }

    enum EVENT { LAUNCH=1, DOCK, LAND, EJECT, CRASH, COLLIDE, DESTROYED,
        MAKE_ORBIT, BREAK_ORBIT, QUANTUM_JUMP,
        LAUNCH_SHIP, RECOVER_SHIP,
        FIRE_GUNS, FIRE_MISSILE, DROP_DECOY,
        GUNS_KILL, MISSILE_KILL,
        LAUNCH_PROBE, SCAN_TARGET
    };

    SimEvent(int event, const char* tgt=0, const char* info=0);
    ~SimEvent();

    int            GetEvent()        const { return event;         }
    int            GetTime()         const { return time;          }
    Text           GetEventDesc()    const;
    const char*    GetTarget()       const { return target;        }
    const char*    GetInfo()         const { return info;          }
    int            GetCount()        const { return count;         }

    void           SetTarget(const char* tgt);
    void           SetInfo(const char* info);
    void           SetCount(int count);
    void           SetTime(int time);

private:
    int            event;
    int            time;
    Text           target;
    Text           info;
    int            count;
};

// +--------------------------------------------------------------------+

class ShipStats
{
public:
    static const char* TYPENAME() { return "ShipStats"; }

    ShipStats(const char* name, int iff=0);
    ~ShipStats();

    static void       Initialize();
    static void       Close();
    static ShipStats* Find(const char* name);
    static int        NumStats();
    static ShipStats* GetStats(int i);

    void           Summarize();

    const char*    GetName()         const { return name;          }
    const char*    GetType()         const { return type;          }
    const char*    GetRole()         const { return role;          }
    const char*    GetRegion()       const { return region;        }
    CombatGroup*   GetCombatGroup()  const { return combat_group;  }
    CombatUnit*    GetCombatUnit()   const { return combat_unit;   }
    int            GetElementIndex() const { return elem_index;    }
    int            GetShipClass()    const { return ship_class;    }
    int            GetIFF()          const { return iff;           }
    int            GetGunKills()     const { return kill1;         }
    int            GetMissileKills() const { return kill2;         }
    int            GetDeaths()       const { return lost;          }
    int            GetColls()        const { return coll;          }
    int            GetPoints()       const { return points;        }
    int            GetCommandPoints()const { return cmd_points;    }

    int            GetGunShots()     const { return gun_shots;     }
    int            GetGunHits()      const { return gun_hits;      }
    int            GetMissileShots() const { return missile_shots; }
    int            GetMissileHits()  const { return missile_hits;  }

    bool           IsPlayer()        const { return player;        }

    List<SimEvent>&
    GetEvents()       { return events;  }
    SimEvent*      AddEvent(SimEvent* e);
    SimEvent*      AddEvent(int event, const char* tgt=0, const char* info=0);
    bool           HasEvent(int event);

    void           SetShipClass(int c)     { ship_class = c;       }
    void           SetIFF(int i)           { iff = i;              }
    void           SetType(const char* t);
    void           SetRole(const char* r);
    void           SetRegion(const char* r);
    void           SetCombatGroup(CombatGroup* g);
    void           SetCombatUnit(CombatUnit* u);
    void           SetElementIndex(int n);
    void           SetPlayer(bool p);

    void           AddGunShot()            { gun_shots++;          }
    void           AddGunHit()             { gun_hits++;           }
    void           AddMissileShot()        { missile_shots++;      }
    void           AddMissileHit()         { missile_hits++;       }
    void           AddPoints(int p)        { points += p;          }
    void           AddCommandPoints(int p) { cmd_points += p;      }

private:
    Text           name;
    Text           type;
    Text           role;
    Text           region;
    CombatGroup*   combat_group;
    CombatUnit*    combat_unit;
    bool           player;
    int            elem_index;
    int            ship_class;
    int            iff;
    int            kill1;
    int            kill2;
    int            lost;
    int            coll;

    int            gun_shots;
    int            gun_hits;

    int            missile_shots;
    int            missile_hits;

    int            points;
    int            cmd_points;

    List<SimEvent> events;
};

#endif SimEvent_h