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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
========
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
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