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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
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