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/*  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