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

#ifndef MissionTemplate_h
#define MissionTemplate_h

#include "Types.h"
#include "Mission.h"

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

class MissionTemplate;
class MissionAlias;
class MissionCallsign;
class MissionEvent;

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

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

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

    virtual bool         Load(const char* filename=0, const char* path=0);

    // accessors/mutators:
    virtual MissionElement* FindElement(const char* name);
    virtual void         AddElement(MissionElement* elem);
    virtual bool         MapElement(MissionElement* elem);
    virtual Text         MapShip(Text name);
    virtual CombatGroup* GetPlayerSquadron()           const { return player_squadron;  }
    virtual void         SetPlayerSquadron(CombatGroup* ps)  { player_squadron = ps;    }
    virtual Text         MapCallsign(const char* name, int iff);
    virtual bool         MapEvent(MissionEvent* event);


protected:
    CombatGroup*         FindCombatGroup(int iff, const ShipDesign* dsn);
    void                 ParseAlias(TermStruct*  val);
    void                 ParseCallsign(TermStruct*  val);
    bool                 ParseOptional(TermStruct* val);
    void                 CheckObjectives();

    List<MissionAlias>      aliases;
    List<MissionCallsign>   callsigns;
    CombatGroup*            player_squadron;
};

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

class MissionAlias
{
    friend class MissionTemplate;

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

    MissionAlias()                                  : elem(0)            { }
    MissionAlias(const char* n, MissionElement* e)  : name(n), elem(e)   { }
    virtual ~MissionAlias()                                              { }

    int operator == (const MissionAlias& a)   const { return name == a.name;  }

    Text              Name()                  const { return name;       }
    MissionElement*   Element()               const { return elem;       }

    void              SetName(const char* n)        { name = n;          }
    void              SetElement(MissionElement* e) { elem = e;          }

protected:
    Text              name;
    MissionElement*   elem;
};

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

class MissionCallsign
{
    friend class MissionTemplate;

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

    MissionCallsign()                                                   { }
    MissionCallsign(const char* c, const char* n)  : call(c), name(n)   { }
    virtual ~MissionCallsign()                                          { }

    int operator == (const MissionCallsign& a)const { return call == a.call;  }

    Text              Callsign()              const { return call;       }
    Text              Name()                  const { return name;       }

    void              SetCallsign(const char* c)    { call = c;          }
    void              SetName(const char* n)        { name = n;          }

protected:
    Text              call;
    Text              name;
};


#endif  // MissionTemplate_h