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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: StarSystem.h
AUTHOR: John DiCamillo
OVERVIEW
========
Various heavenly bodies
*/
#ifndef StarSystem_h
#define StarSystem_h
#include "Types.h"
#include "Solid.h"
#include "Bitmap.h"
#include "Geometry.h"
#include "Text.h"
#include "term.h"
#include "List.h"
// +--------------------------------------------------------------------+
class StarSystem;
class Orbital;
class OrbitalBody;
class OrbitalRegion;
class TerrainRegion;
class Graphic;
class Light;
class Scene;
// +--------------------------------------------------------------------+
class StarSystem
{
public:
static const char* TYPENAME() { return "StarSystem"; }
StarSystem(const char* name, Point loc, int iff=0, int s=4);
virtual ~StarSystem();
int operator == (const StarSystem& s) const { return name == s.name; }
// operations:
virtual void Load();
virtual void Create();
virtual void Destroy();
virtual void Activate(Scene& scene);
virtual void Deactivate();
virtual void ExecFrame();
// accessors:
const char* Name() const { return name; }
const char* Govt() const { return govt; }
const char* Description() const { return description; }
int Affiliation() const { return affiliation; }
int Sequence() const { return seq; }
Point Location() const { return loc; }
int NumStars() const { return sky_stars; }
int NumDust() const { return sky_dust; }
Color Ambient() const;
List<OrbitalBody>& Bodies() { return bodies; }
List<OrbitalRegion>& Regions() { return regions; }
List<OrbitalRegion>& AllRegions() { return all_regions; }
OrbitalRegion* ActiveRegion() { return active_region; }
Orbital* FindOrbital(const char* name);
OrbitalRegion* FindRegion(const char* name);
void SetActiveRegion(OrbitalRegion* rgn);
static void SetBaseTime(double t, bool absolute=false);
static double GetBaseTime();
static double Stardate() { return stardate; }
static void CalcStardate();
double Radius() const { return radius; }
void SetSunlight(Color color, double brightness=1);
void SetBacklight(Color color, double brightness=1);
void RestoreTrueSunColor();
bool HasLinkTo(StarSystem* s) const;
const Text& GetDataPath() const { return datapath; }
protected:
void ParseStar(TermStruct* val);
void ParsePlanet(TermStruct* val);
void ParseMoon(TermStruct* val);
void ParseRegion(TermStruct* val);
void ParseTerrain(TermStruct* val);
void ParseLayer(TerrainRegion* rgn, TermStruct* val);
void CreateBody(OrbitalBody& body);
Point TerrainTransform(const Point& loc);
char filename[64];
Text name;
Text govt;
Text description;
Text datapath;
int affiliation;
int seq;
Point loc;
static double stardate;
double radius;
bool instantiated;
int sky_stars;
int sky_dust;
Text sky_poly_stars;
Text sky_nebula;
Text sky_haze;
double sky_uscale;
double sky_vscale;
Color ambient;
Color sun_color;
double sun_brightness;
double sun_scale;
List<Light> sun_lights;
List<Light> back_lights;
Graphic* point_stars;
Solid* poly_stars;
Solid* nebula;
Solid* haze;
List<OrbitalBody> bodies;
List<OrbitalRegion> regions;
List<OrbitalRegion> all_regions;
Orbital* center;
OrbitalRegion* active_region;
Point tvpn, tvup, tvrt;
};
// +--------------------------------------------------------------------+
class Star
{
public:
static const char* TYPENAME() { return "Star"; }
Star(const char* n, const Point& l, int s) : name(n), loc(l), seq(s) { }
virtual ~Star() { }
enum SPECTRAL_CLASS { BLACK_HOLE, WHITE_DWARF, RED_GIANT,
O, B, A, F, G, K, M };
int operator == (const Star& s) const { return name == s.name; }
// accessors:
const char* Name() const { return name; }
const Point& Location() const { return loc; }
int Sequence() const { return seq; }
Color GetColor() const;
int GetSize() const;
static Color GetColor(int spectral_class);
static int GetSize(int spectral_class);
protected:
Text name;
Point loc;
int seq;
};
// +--------------------------------------------------------------------+
class Orbital
{
friend class StarSystem;
public:
static const char* TYPENAME() { return "Orbital"; }
enum OrbitalType { NOTHING, STAR, PLANET, MOON, REGION, TERRAIN };
Orbital(StarSystem* sys, const char* n, OrbitalType t, double m, double r, double o, Orbital* p=0);
virtual ~Orbital();
int operator == (const Orbital& o) const { return type == o.type && name == o.name && system == o.system; }
int operator < (const Orbital& o) const { return loc.length() < o.loc.length(); }
int operator <= (const Orbital& o) const { return loc.length() <= o.loc.length(); }
// operations:
virtual void Update();
Point PredictLocation(double delta_t);
// accessors:
const char* Name() const { return name; }
OrbitalType Type() const { return type; }
int SubType() const { return subtype; }
const char* Description() const { return description; }
double Mass() const { return mass; }
double Radius() const { return radius; }
double Rotation() const { return rotation; }
double RotationPhase()const { return theta; }
double Orbit() const { return orbit; }
bool Retrograde() const { return retro; }
double Phase() const { return phase; }
double Period() const { return period; }
Point Location() const { return loc; }
Graphic* Rep() const { return rep; }
const Bitmap& GetMapIcon() const { return map_icon; }
void SetMapIcon(const Bitmap& img);
StarSystem* System() const { return system; }
Orbital* Primary() const { return primary; }
ListIter<OrbitalRegion> Regions() { return regions; }
protected:
Text name;
OrbitalType type;
int subtype;
Text description;
double mass;
double radius;
double rotation;
double theta;
double orbit;
double phase;
double period;
double velocity;
Point loc;
bool retro;
Graphic* rep;
Bitmap map_icon;
StarSystem* system;
Orbital* primary;
List<OrbitalRegion> regions;
};
// +--------------------------------------------------------------------+
class OrbitalBody : public Orbital
{
friend class StarSystem;
public:
static const char* TYPENAME() { return "OrbitalBody"; }
OrbitalBody(StarSystem* sys, const char* n, OrbitalType t, double m, double r, double o, Orbital* prime=0);
virtual ~OrbitalBody();
// operations:
virtual void Update();
// accessors:
ListIter<OrbitalBody> Satellites() { return satellites; }
double Tilt() const { return tilt; }
double RingMin() const { return ring_min; }
double RingMax() const { return ring_max; }
double LightIntensity() const { return light; }
Color LightColor() const { return color; }
bool Luminous() const { return luminous; }
protected:
Text map_name;
Text tex_name;
Text tex_high_res;
Text tex_ring;
Text tex_glow;
Text tex_glow_high_res;
Text tex_gloss;
double tscale;
double light;
double ring_min;
double ring_max;
double tilt;
Light* light_rep;
Light* back_light;
Color color;
Color back;
Color atmosphere;
bool luminous;
List<OrbitalBody> satellites;
};
// +--------------------------------------------------------------------+
class OrbitalRegion : public Orbital
{
friend class StarSystem;
public:
static const char* TYPENAME() { return "OrbitalRegion"; }
OrbitalRegion(StarSystem* sys, const char* n, double m, double r, double o, Orbital* prime=0);
virtual ~OrbitalRegion();
double GridSpace() const { return grid; }
double Inclination() const { return inclination; }
int Asteroids() const { return asteroids; }
List<Text>& Links() { return links; }
protected:
double grid;
double inclination;
int asteroids;
List<Text> links;
};
#endif StarSystem_h
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