1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
|
/* 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
========
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
|