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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
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