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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
    ========
    Galaxy (list of star systems) for a single campaign.
*/

#ifndef Galaxy_h
#define Galaxy_h

#include "Types.h"
#include "Solid.h"
#include "Bitmap.h"
#include "Geometry.h"
#include "Text.h"
#include "Term.h"
#include "List.h"

// +--------------------------------------------------------------------+

class Star;
class StarSystem;
class Graphic;
class Light;
class Scene;

// +--------------------------------------------------------------------+

class Galaxy
{
public:
    Galaxy(const char* name);
    virtual ~Galaxy();

    int operator == (const Galaxy& s)   const { return name == s.name; }

    // operations:
    virtual void         Load();
    virtual void         Load(const char* filename);
    virtual void         ExecFrame();

    // accessors:
    const char*          Name()         const { return name;        }
    const char*          Description()  const { return description; }
    List<StarSystem>&    GetSystemList()      { return systems;     }
    List<Star>&          Stars()              { return stars;       }
    double               Radius()       const { return radius;      }

    StarSystem*          GetSystem(const char* name);
    StarSystem*          FindSystemByRegion(const char* rgn_name);

    static void          Initialize();
    static void          Close();
    static Galaxy*       GetInstance();

protected:
    char                 filename[64];
    Text                 name;
    Text                 description;
    double               radius;           // radius in parsecs

    List<StarSystem>     systems;
    List<Star>           stars;
};

#endif  // Galaxy_h