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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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
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