blob: 8f188e43dac9d8937211c68cd44471bdf18887d2 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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
========
Package Element (e.g. Flight) class
*/
#ifndef Element_h
#define Element_h
#include "Types.h"
#include "Geometry.h"
#include "SimObject.h"
#include "List.h"
#include "Text.h"
// +--------------------------------------------------------------------+
class Ship;
class Instruction;
class RadioMessage;
class CombatGroup;
class CombatUnit;
// +--------------------------------------------------------------------+
class Element : public SimObserver
{
public:
// CONSTRUCTORS:
Element(const char* call_sign, int iff, int type=0 /*PATROL*/);
virtual ~Element();
int operator == (const Element& e) const { return id == e.id; }
// GENERAL ACCESSORS:
int Identity() const { return id; }
int Type() const { return type; }
const Text& Name() const { return name; }
void SetName(const char* s) { name = s; }
virtual int GetIFF() const { return iff; }
int Player() const { return player; }
void SetPlayer(int p) { player = p; }
DWORD GetLaunchTime() const { return launch_time; }
void SetLaunchTime(DWORD t);
int IntelLevel() const { return intel; }
void SetIntelLevel(int i) { intel = i; }
// ELEMENT COMPONENTS:
int NumShips() const { return ships.size(); }
int AddShip(Ship*, int index=-1);
void DelShip(Ship*);
Ship* GetShip(int index);
int GetShipClass();
int FindIndex(const Ship* s);
bool Contains(const Ship* s);
bool IsActive() const;
bool IsFinished() const;
bool IsNetObserver() const;
bool IsSquadron() const;
bool IsStatic() const;
bool IsHostileTo(const Ship* s) const;
bool IsHostileTo(int iff_code) const;
bool IsObjectiveTargetOf(const Ship* s) const;
bool IsRogue() const { return rogue; }
bool IsPlayable() const { return playable; }
int* Loadout() { return load; }
void SetRogue(bool r) { rogue = r; }
void SetPlayable(bool p) { playable = p; }
void SetLoadout(int* l);
virtual void SetIFF(int iff);
virtual void ExecFrame(double seconds);
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
// OBJECTIVES:
void ClearObjectives();
void AddObjective(Instruction* obj);
Instruction* GetObjective(int index);
Instruction* GetTargetObjective();
int NumObjectives() const { return objectives.size(); }
void ClearInstructions();
void AddInstruction(const char* instr);
Text GetInstruction(int index);
int NumInstructions() const { return instructions.size(); }
// ORDERS AND NAVIGATION:
double GetHoldTime();
void SetHoldTime(double t);
bool GetZoneLock();
void SetZoneLock(bool z);
void AddNavPoint(Instruction* pt, Instruction* afterPoint=0, bool send=true);
void DelNavPoint(Instruction* pt, bool send=true);
void ClearFlightPlan(bool send=true);
Instruction* GetNextNavPoint();
int GetNavIndex(const Instruction* n);
List<Instruction>& GetFlightPlan();
int FlightPlanLength();
virtual void HandleRadioMessage(RadioMessage* msg);
// CHAIN OF COMMAND:
Element* GetCommander() const { return commander; }
void SetCommander(Element* e) { commander = e; }
Element* GetAssignment() const { return assignment; }
void SetAssignment(Element* e) { assignment = e; }
void ResumeAssignment();
bool CanCommand(Element* e);
Ship* GetCarrier() const { return carrier; }
void SetCarrier(Ship* c) { carrier = c; }
int GetCommandAILevel() const { return command_ai; }
void SetCommandAILevel(int n) { command_ai = n; }
const Text& GetSquadron() const { return squadron; }
void SetSquadron(const char* s) { squadron = s; }
// DYNAMIC CAMPAIGN:
CombatGroup* GetCombatGroup() { return combat_group; }
void SetCombatGroup(CombatGroup* g) { combat_group = g; }
CombatUnit* GetCombatUnit() { return combat_unit; }
void SetCombatUnit(CombatUnit* u) { combat_unit = u; }
// SQUADRON STUFF:
int GetCount() const { return count; }
void SetCount(int n) { count = n; }
protected:
int id;
int iff;
int type;
int player;
int command_ai;
int respawns;
int intel;
Text name;
// squadron elements only:
int count;
List<Ship> ships;
List<Text> ship_names;
List<Text> instructions;
List<Instruction> objectives;
List<Instruction> flight_plan;
Element* commander;
Element* assignment;
Ship* carrier;
Text squadron;
CombatGroup* combat_group;
CombatUnit* combat_unit;
DWORD launch_time;
double hold_time;
bool rogue;
bool playable;
bool zone_lock;
int load[16];
};
#endif // Element_h
|