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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
========
Events for mission scripting
*/
#ifndef MissionEvent_h
#define MissionEvent_h
#include "Types.h"
#include "List.h"
#include "Text.h"
#include "Geometry.h"
#include "Bitmap.h"
// +--------------------------------------------------------------------+
class Mission;
class MissionElement;
class MissionLoad;
class MissionEvent;
class Ship;
class System;
class Element;
class ShipDesign;
class WeaponDesign;
class StarSystem;
class Instruction;
class Sound;
// +--------------------------------------------------------------------+
class MissionEvent
{
friend class Mission;
friend class MissionTemplate;
friend class MsnEditDlg;
friend class MsnEventDlg;
public:
static const char* TYPENAME() { return "MissionEvent"; }
enum EVENT_TYPE {
MESSAGE,
OBJECTIVE,
INSTRUCTION,
IFF,
DAMAGE,
JUMP,
HOLD,
SKIP,
END_MISSION,
BEGIN_SCENE,
CAMERA,
VOLUME,
DISPLAY,
FIRE_WEAPON,
END_SCENE,
NUM_EVENTS
};
enum EVENT_STATUS {
PENDING, ACTIVE, COMPLETE, SKIPPED
};
enum EVENT_TRIGGER {
TRIGGER_TIME, TRIGGER_DAMAGE, TRIGGER_DESTROYED,
TRIGGER_JUMP, TRIGGER_LAUNCH, TRIGGER_DOCK,
TRIGGER_NAVPT, TRIGGER_EVENT, TRIGGER_SKIPPED,
TRIGGER_TARGET, TRIGGER_SHIPS_LEFT, TRIGGER_DETECT,
TRIGGER_RANGE, TRIGGER_EVENT_ALL, TRIGGER_EVENT_ANY,
NUM_TRIGGERS
};
MissionEvent();
~MissionEvent();
// operations:
void ExecFrame(double seconds);
void Activate();
virtual bool CheckTrigger();
virtual void Execute(bool silent=false);
virtual void Skip();
// accessors:
int EventID() const { return id; }
int Status() const { return status; }
bool IsPending() const { return status == PENDING; }
bool IsActive() const { return status == ACTIVE; }
bool IsComplete() const { return status == COMPLETE; }
bool IsSkipped() const { return status == SKIPPED; }
double Time() const { return time; }
double Delay() const { return delay; }
int Event() const { return event; }
const char* EventName() const;
Text EventShip() const { return event_ship; }
Text EventSource() const { return event_source; }
Text EventTarget() const { return event_target; }
Text EventMessage() const { return event_message; }
Text EventSound() const { return event_sound; }
int EventParam(int index=0) const;
int NumEventParams() const;
int EventChance() const { return event_chance; }
Point EventPoint() const { return event_point; }
Rect EventRect() const { return event_rect; }
int Trigger() const { return trigger; }
const char* TriggerName() const;
Text TriggerShip() const { return trigger_ship; }
Text TriggerTarget() const { return trigger_target; }
Text TriggerParamStr() const;
int TriggerParam(int index=0) const;
int NumTriggerParams() const;
static const char* EventName(int n);
static int EventForName(const char* n);
static const char* TriggerName(int n);
static int TriggerForName(const char* n);
protected:
int id;
int status;
double time;
double delay;
int event;
Text event_ship;
Text event_source;
Text event_target;
Text event_message;
Text event_sound;
int event_param[10];
int event_nparams;
int event_chance;
Vec3 event_point;
Rect event_rect;
int trigger;
Text trigger_ship;
Text trigger_target;
int trigger_param[10];
int trigger_nparams;
Bitmap image;
Sound* sound;
};
#endif // MissionEvent_h
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