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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
    ========
    Simulation Universe and Region classes
*/

#ifndef Mission_h
#define Mission_h

#include "Types.h"
#include "Intel.h"
#include "RLoc.h"
#include "Universe.h"
#include "Scene.h"
#include "Skin.h"
#include "Physical.h"
#include "Geometry.h"
#include "List.h"
#include "Text.h"

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

class Mission;
class MissionElement;
class MissionLoad;
class MissionEvent;
class MissionShip;

class CombatGroup;
class CombatUnit;

class Ship;
class System;
class Element;
class ShipDesign;
class WeaponDesign;
class StarSystem;
class Instruction;

class Term;
class TermArray;
class TermStruct;

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

class Mission
{
public:
    static const char* TYPENAME() { return "Mission"; }

    enum TYPE
    {
        PATROL,
        SWEEP,
        INTERCEPT,
        AIR_PATROL,
        AIR_SWEEP,
        AIR_INTERCEPT,
        STRIKE,     // ground attack
        ASSAULT,    // starship attack
        DEFEND,
        ESCORT,
        ESCORT_FREIGHT,
        ESCORT_SHUTTLE,
        ESCORT_STRIKE,
        INTEL,
        SCOUT,
        RECON,
        BLOCKADE,
        FLEET,
        BOMBARDMENT,
        FLIGHT_OPS,
        TRANSPORT,
        CARGO,
        TRAINING,
        OTHER
    };

    Mission(int id, const char* filename=0, const char* path=0);
    virtual ~Mission();

    int operator == (const Mission& m)   const { return id == m.id;   }

    virtual void            Validate();
    virtual bool            Load(const char* filename=0, const char* path=0);
    virtual bool            Save();
    virtual bool            ParseMission(const char* buffer);
    virtual void            SetPlayer(MissionElement* player_element);
    virtual MissionElement* GetPlayer();

    // accessors/mutators:
    int                  Identity()      const { return id;           }
    const char*          FileName()      const { return filename;     }
    const char*          Name()          const { return name;         }
    const char*          Description()   const { return desc;         }
    const char*          Situation()     const { return sitrep;       }
    const char*          Objective()     const { return objective;    }
    const char*          Subtitles()     const;
    int                  Start()         const { return start;        }
    long double          Stardate()      const { return stardate;     }
    int                  Type()          const { return type;         }
    const char*          TypeName()      const { return RoleName(type); }
    int                  Team()          const { return team;         }
    bool                 IsOK()          const { return ok;           }
    bool                 IsActive()      const { return active;       }
    bool                 IsComplete()    const { return complete;     }

    StarSystem*          GetStarSystem() const { return star_system;  }
    List<StarSystem>&    GetSystemList()       { return system_list;  }
    const char*          GetRegion()     const { return region;       }

    List<MissionElement>& GetElements()        { return elements;     }
    virtual MissionElement* FindElement(const char* name);
    virtual void            AddElement(MissionElement* elem);

    List<MissionEvent>&  GetEvents()           { return events;       }
    MissionEvent*        FindEvent(int event_type) const;
    virtual void         AddEvent(MissionEvent* event);

    MissionElement*      GetTarget()     const { return target;       }
    MissionElement*      GetWard()       const { return ward;         }

    void                 SetName(const char* n)        { name = n;          }
    void                 SetDescription(const char* d) { desc = d;          }
    void                 SetSituation(const char* sit) { sitrep = sit;      }
    void                 SetObjective(const char* obj) { objective = obj;   }
    void                 SetStart(int s)               { start = s;         }
    void                 SetType(int t)                { type = t;          }
    void                 SetTeam(int iff)              { team = iff;        }
    void                 SetStarSystem(StarSystem* s);
    void                 SetRegion(const char* rgn)    { region = rgn;      }
    void                 SetOK(bool a)                 { ok = a;            }
    void                 SetActive(bool a)             { active = a;        }
    void                 SetComplete(bool c)           { complete = c;      }
    void                 SetTarget(MissionElement* t)  { target = t;        }
    void                 SetWard(MissionElement* w)    { ward = w;          }

    void                 ClearSystemList();

    void                 IncreaseElemPriority(int index);
    void                 DecreaseElemPriority(int index);
    void                 IncreaseEventPriority(int index);
    void                 DecreaseEventPriority(int index);

    static const char*   RoleName(int role);
    static int           TypeFromName(const char* n);

    Text                 ErrorMessage() const          { return errmsg;     }
    void                 AddError(Text err);

    Text                 Serialize(const char* player_elem=0, int player_index=0);

protected:
    MissionElement*      ParseElement(TermStruct*  val);
    MissionEvent*        ParseEvent(TermStruct* val);
    MissionShip*         ParseShip(TermStruct* val, MissionElement* element);
    Instruction*         ParseInstruction(TermStruct* val, MissionElement* element);
    void                 ParseLoadout(TermStruct*  val, MissionElement* element);
    RLoc*                ParseRLoc(TermStruct* val);

    int                  id;
    char                 filename[64];
    char                 path[64];
    Text                 region;
    Text                 name;
    Text                 desc;
    int                  type;
    int                  team;
    int                  start;
    long double          stardate;
    bool                 ok;
    bool                 active;
    bool                 complete;
    bool                 degrees;
    Text                 objective;
    Text                 sitrep;
    Text                 errmsg;
    Text                 subtitles;
    StarSystem*          star_system;
    List<StarSystem>     system_list;

    List<MissionElement> elements;
    List<MissionEvent>   events;

    MissionElement*      target;
    MissionElement*      ward;
    MissionElement*      current;
};

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

class MissionElement
{
    friend class Mission;

public:
    static const char* TYPENAME() { return "MissionElement"; }

    MissionElement();
    ~MissionElement();

    int operator == (const MissionElement& r) const { return id == r.id; }

    int               Identity()     const { return id;            }
    const Text&       Name()         const { return name;          }
    Text              Abbreviation() const;
    const Text&       Carrier()      const { return carrier;       }
    const Text&       Commander()    const { return commander;     }
    const Text&       Squadron()     const { return squadron;      }
    const Text&       Path()         const { return path;          }
    int               ElementID()    const { return elem_id;       }
    const ShipDesign* GetDesign()    const { return design;        }
    const Skin*       GetSkin()      const { return skin;          }
    int               Count()        const { return count;         }
    int               MaintCount()   const { return maint_count;   }
    int               DeadCount()    const { return dead_count;    }
    int               GetIFF()       const { return IFF_code;      }
    int               IntelLevel()   const { return intel;         }
    int               MissionRole()  const { return mission_role;  }
    int               Player()       const { return player;        }
    Text              RoleName()     const;
    Color             MarkerColor()  const;
    bool              IsStarship()   const;
    bool              IsDropship()   const;
    bool              IsStatic()     const;
    bool              IsGroundUnit() const;
    bool              IsSquadron()   const;
    bool              IsCarrier()    const;
    bool              IsAlert()      const { return alert;         }
    bool              IsPlayable()   const { return playable;      }
    bool              IsRogue()      const { return rogue;         }
    bool              IsInvulnerable() const { return invulnerable; }
    int               RespawnCount() const { return respawns;      }
    int               HoldTime()     const { return hold_time;     }
    int               CommandAI()    const { return command_ai;    }
    int               ZoneLock()     const { return zone_lock;     }

    const Text&       Region()       const { return rgn_name;      }
    Point             Location()     const;
    RLoc&             GetRLoc()            { return rloc;          }
    double            Heading()      const { return heading;       }

    Text              GetShipName(int n) const;
    Text              GetRegistry(int n) const;

    List<Instruction>&   Objectives()      { return objectives;    }
    List<Text>&          Instructions()    { return instructions;  }
    List<Instruction>&   NavList()         { return navlist;       }
    List<MissionLoad>&   Loadouts()        { return loadouts;      }
    List<MissionShip>&   Ships()           { return ships;         }

    void              SetName(const char* n)        { name = n;          }
    void              SetCarrier(const char* c)     { carrier = c;       }
    void              SetCommander(const char* c)   { commander = c;     }
    void              SetSquadron(const char* s)    { squadron = s;      }
    void              SetPath(const char* p)        { path = p;          }
    void              SetElementID(int id)          { elem_id = id;      }
    void              SetDesign(const ShipDesign* d){ design = d;        }
    void              SetSkin(const Skin* s)        { skin = s;          }
    void              SetCount(int n)               { count = n;         }
    void              SetMaintCount(int n)          { maint_count = n;   }
    void              SetDeadCount(int n)           { dead_count = n;    }
    void              SetIFF(int iff)               { IFF_code = iff;    }
    void              SetIntelLevel(int i)          { intel = i;         }
    void              SetMissionRole(int r)         { mission_role = r;  }
    void              SetPlayer(int p)              { player = p;        }
    void              SetPlayable(bool p)           { playable = p;      }
    void              SetRogue(bool r)              { rogue = r;         }
    void              SetInvulnerable(bool n)       { invulnerable = n;  }
    void              SetAlert(bool a)              { alert = a;         }
    void              SetCommandAI(int a)           { command_ai = a;    }
    void              SetRegion(const char* rgn)    { rgn_name = rgn;    }
    void              SetLocation(const Point& p);
    void              SetRLoc(const RLoc& r);
    void              SetHeading(double h)          { heading = h;       }
    void              SetRespawnCount(int r)        { respawns = r;      }
    void              SetHoldTime(int t)            { hold_time = t;     }
    void              SetZoneLock(int z)            { zone_lock = z;     }

    void              AddNavPoint(Instruction* pt, Instruction* afterPoint=0);
    void              DelNavPoint(Instruction* pt);
    void              ClearFlightPlan();
    int               GetNavIndex(const Instruction* n);

    void              AddObjective(Instruction* obj) { objectives.append(obj); }
    void              AddInstruction(const char* i)  { instructions.append(new Text(i)); }

    CombatGroup*      GetCombatGroup()               { return combat_group; }
    void              SetCombatGroup(CombatGroup* g) { combat_group = g;    }
    CombatUnit*       GetCombatUnit()                { return combat_unit;  }
    void              SetCombatUnit(CombatUnit* u)   { combat_unit = u;     }

protected:
    int               id;
    Text              name;
    Text              carrier;
    Text              commander;
    Text              squadron;
    Text              path;
    int               elem_id;
    const ShipDesign* design;
    const Skin*       skin;
    int               count;
    int               maint_count;
    int               dead_count;
    int               IFF_code;
    int               mission_role;
    int               intel;
    int               respawns;
    int               hold_time;
    int               zone_lock;
    int               player;
    int               command_ai;
    bool              alert;
    bool              playable;
    bool              rogue;
    bool              invulnerable;

    Text              rgn_name;
    RLoc              rloc;
    double            heading;

    CombatGroup*      combat_group;
    CombatUnit*       combat_unit;

    List<Instruction> objectives;
    List<Text>        instructions;
    List<Instruction> navlist;
    List<MissionLoad> loadouts;
    List<MissionShip> ships;
};

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

class MissionLoad
{
    friend class Mission;

public:
    static const char* TYPENAME() { return "MissionLoad"; }

    MissionLoad(int ship=-1, const char* name=0);
    ~MissionLoad();

    int               GetShip() const;
    void              SetShip(int ship);

    Text              GetName() const;
    void              SetName(Text name);

    int*              GetStations();
    int               GetStation(int index);
    void              SetStation(int index, int selection);

protected:
    int               ship;
    Text              name;
    int               load[16];
};

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

class MissionShip
{
    friend class Mission;

public:
    static const char* TYPENAME() { return "MissionShip"; }

    MissionShip();
    ~MissionShip() { }

    const Text&       Name()                  const { return name;       }
    const Text&       RegNum()                const { return regnum;     }
    const Text&       Region()                const { return region;     }
    const Skin*       GetSkin()               const { return skin;       }
    const Point&      Location()              const { return loc;        }
    const Point&      Velocity()              const { return velocity;   }
    int               Respawns()              const { return respawns;   }
    double            Heading()               const { return heading;    }
    double            Integrity()             const { return integrity;  }
    int               Decoys()                const { return decoys;     }
    int               Probes()                const { return probes;     }
    const int*        Ammo()                  const { return ammo;       }
    const int*        Fuel()                  const { return fuel;       }

    void              SetName(const char* n)        { name = n;          }
    void              SetRegNum(const char* n)      { regnum = n;        }
    void              SetRegion(const char* n)      { region = n;        }
    void              SetSkin(const Skin* s)        { skin = s;          }
    void              SetLocation(const Point& p)   { loc = p;           }
    void              SetVelocity(const Point& p)   { velocity = p;      }
    void              SetRespawns(int r)            { respawns = r;      }
    void              SetHeading(double h)          { heading = h;       }
    void              SetIntegrity(double n)        { integrity = n;     }
    void              SetDecoys(int d)              { decoys = d;        }
    void              SetProbes(int p)              { probes = p;        }
    void              SetAmmo(const int* a);
    void              SetFuel(const int* f);

protected:
    Text              name;
    Text              regnum;
    Text              region;
    const Skin*       skin;
    Point             loc;
    Point             velocity;
    int               respawns;
    double            heading;
    double            integrity;
    int               decoys;
    int               probes;
    int               ammo[16];
    int               fuel[4];
};

#endif  // Mission_h