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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
*/

#pragma once

#include <cstdint>

#include <List.h>
#include <Text.h>

#include "Geometry.h"
#include "Physical.h"
#include "Scene.h"
#include "Universe.h"

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

class Sim;
class SimRegion;
class SimObject;
class SimObserver;
class SimHyper;
class SimSplash;

class StarSystem;
class Orbital;
class OrbitalRegion;
class Asteroid;

class NetGame;

class CameraDirector;
class Contact;
class Ship;
class ShipDesign;
class System;
class Element;
class Shot;
class Drone;
class Explosion;
class Debris;
class WeaponDesign;
class MotionController;
class Dust;
class Grid;
class Mission;
class MissionElement;
class MissionEvent;
class Hangar;
class FlightDeck;

class Terrain;
class TerrainPatch;

class Model;

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

class Sim : public Universe
{
    friend class SimRegion;

public:
    enum { REAL_SPACE, AIR_SPACE };

    Sim(MotionController* ctrl);
    virtual ~Sim();

    static  Sim*         GetSim() { return sim; }

    virtual void         ExecFrame(double seconds);

    void                 LoadMission(Mission* msn, bool preload_textures=false);
    void                 ExecMission();
    void                 CommitMission();
    void                 UnloadMission();

    void                 NextView();
    void                 ShowGrid(int show = true);
    bool                 GridShown() const;

    const char*          FindAvailCallsign(int IFF);
    Element*             CreateElement(const char* callsign, int IFF, int type=0/*PATROL*/);
    void                 DestroyElement(Element* elem);
    Ship*                CreateShip(const char* name,
    const char* reg_num,
    ShipDesign* design,
    const char* rgn_name,
    const Point& loc,
    int         IFF=0,
    int         cmd_ai=0,
    const int*  loadout=0);
    Ship*                FindShip(const char* name, const char* rgn_name=0);
    Shot*                CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* d, const Ship* ship=0, SimRegion* rgn=0);
    Explosion*           CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn=0, SimObject* source=0, System* sys=0);
    Debris*              CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn=0);
    Asteroid*            CreateAsteroid(const Point& pos, int type, double mass, SimRegion* rgn=0);
    void                 CreateSplashDamage(Ship* ship);
    void                 CreateSplashDamage(Shot* shot);
    void                 DestroyShip(Ship* ship);
    void                 NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);

    virtual Ship*        FindShipByObjID(std::uint32_t objid);
    virtual Shot*        FindShotByObjID(std::uint32_t objid);

    Mission*             GetMission()      { return mission; }
    List<MissionEvent>&  GetEvents()       { return events;  }
    List<SimRegion>&     GetRegions()      { return regions; }
    SimRegion*           FindRegion(const char* name);
    SimRegion*           FindRegion(OrbitalRegion* rgn);
    SimRegion*           FindNearestSpaceRegion(SimObject* object);
    SimRegion*           FindNearestSpaceRegion(Orbital* body);
    SimRegion*           FindNearestTerrainRegion(SimObject* object);
    SimRegion*           FindNearestRegion(SimObject* object, int type);
    bool                 ActivateRegion(SimRegion* rgn);

    void                 RequestHyperJump(Ship*        obj,
    SimRegion*   rgn,
    const Point& loc,
    int          type=0,
    Ship*        fc_src=0,
    Ship*        fc_dst=0);

    SimRegion*           GetActiveRegion() { return active_region; }
    StarSystem*          GetStarSystem()   { return star_system;   }
    List<StarSystem>&    GetSystemList();
    Scene*               GetScene()        { return &scene;        }
    Ship*                GetPlayerShip();
    Element*             GetPlayerElement();
    Orbital*             FindOrbitalBody(const char* name);

    void                 SetSelection(Ship* s);
    bool                 IsSelected(Ship* s);
    ListIter<Ship>       GetSelection();
    void                 ClearSelection();
    void                 AddSelection(Ship* s);

    void                 SetTestMode(bool t=true);

    bool                 IsTestMode()   const { return test_mode;        }
    bool                 IsNetGame()    const { return netgame != 0;     }
    bool                 IsActive()     const;
    bool                 IsComplete()   const;

    MotionController*    GetControls()  const { return ctrl; }

    Element*             FindElement(const char* name);
    List<Element>&       GetElements()        { return elements; }

    int                  GetAssignedElements(Element* elem, List<Element>& assigned);

    void                 SkipCutscene();
    void                 ResolveTimeSkip(double seconds);
    void                 ResolveHyperList();
    void                 ResolveSplashList();

    void                 ExecEvents(double seconds);
    void                 ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0);
    double               MissionClock() const;
    std::uint32_t        StartTime()    const { return start_time; }

    // Create a list of mission elements based on the current
    // state of the simulation.  Used for multiplayer join in progress.
    ListIter<MissionElement> GetMissionElements();

protected:
    void                 CreateRegions();
    void                 CreateElements();
    void                 CopyEvents();
    void                 BuildLinks();

    // Convert a single live element into a mission element
    // that can be serialized over the net.
    MissionElement*      CreateMissionElement(Element* elem);
    Hangar*              FindSquadron(const char* name, int& index);

    static Sim*          sim;
    SimRegion*           active_region;
    StarSystem*          star_system;
    Scene                scene;
    Dust*                dust;
    CameraDirector*      cam_dir;

    List<SimRegion>      regions;
    List<SimRegion>      rgn_queue;
    List<SimHyper>       jumplist;
    List<SimSplash>      splashlist;
    List<Element>        elements;
    List<Element>        finished;
    List<MissionEvent>   events;
    List<MissionElement> mission_elements;

    MotionController*    ctrl;

    bool                 test_mode;
    bool                 grid_shown;
    Mission*             mission;

    NetGame*             netgame;
    std::uint32_t        start_time;
};

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

class SimRegion
{
    friend class Sim;

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

    enum { REAL_SPACE, AIR_SPACE };

    SimRegion(Sim* sim, const char* name, int type);
    SimRegion(Sim* sim, OrbitalRegion* rgn);
    virtual ~SimRegion();

    int operator == (const SimRegion& r) const { return (sim==r.sim) && (name==r.name); }
    int operator <  (const SimRegion& r) const;
    int operator <= (const SimRegion& r) const;

    virtual void         Activate();
    virtual void         Deactivate();
    virtual void         ExecFrame(double seconds);
    void                 ShowGrid(int show = true);
    void                 NextView();
    Ship*                FindShip(const char* name);
    Ship*                GetPlayerShip() { return player_ship; }
    void                 SetPlayerShip(Ship* ship);
    OrbitalRegion*       GetOrbitalRegion() { return orbital_region; }
    Terrain*             GetTerrain()       { return terrain;        }
    bool                 IsActive()   const { return active;         }
    bool                 IsAirSpace() const { return type == AIR_SPACE;  }
    bool                 IsOrbital()  const { return type == REAL_SPACE; }
    bool                 CanTimeSkip()const;

    virtual Ship*        FindShipByObjID(std::uint32_t objid);
    virtual Shot*        FindShotByObjID(std::uint32_t objid);

    virtual void         InsertObject(Ship*      ship);
    virtual void         InsertObject(Shot*      shot);
    virtual void         InsertObject(Explosion* explosion);
    virtual void         InsertObject(Debris*    debris);
    virtual void         InsertObject(Asteroid*  asteroid);

    const char*          Name() const { return name;            }
    int                  Type() const { return type;            }
    int                  NumShips()   { return ships.size(); }
    List<Ship>&          Ships()      { return ships;           }
    List<Ship>&          Carriers()   { return carriers;        }
    List<Shot>&          Shots()      { return shots;           }
    List<Drone>&         Drones()     { return drones;          }
    List<Debris>&        Rocks()      { return debris;          }
    List<Asteroid>&      Roids()      { return asteroids;       }
    List<Explosion>&     Explosions() { return explosions;      }
    List<SimRegion>&     Links()      { return links;           }
    StarSystem*          System()     { return star_system;     }

    Point                Location() const  { return location;   }

    void                 SetSelection(Ship* s);
    bool                 IsSelected(Ship* s);
    ListIter<Ship>       GetSelection();
    void                 ClearSelection();
    void                 AddSelection(Ship* s);

    List<Contact>&       TrackList(int iff);

    void                 ResolveTimeSkip(double seconds);

protected:
    void                 CommitMission();
    void                 TranslateObject(SimObject* object);

    void                 AttachPlayerShip(int index);
    void                 DestroyShips();
    void                 DestroyShip(Ship* ship);
    void                 NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck);

    void                 UpdateSky(double seconds, const Point& ref);
    void                 UpdateShips(double seconds);
    void                 UpdateShots(double seconds);
    void                 UpdateExplosions(double seconds);
    void                 UpdateTracks(double seconds);

    void                 DamageShips();
    void                 CollideShips();
    void                 CrashShips();
    void                 DockShips();

    Sim*                 sim;
    Text                 name;
    int                  type;
    StarSystem*          star_system;
    OrbitalRegion*       orbital_region;
    Point                location;
    Grid*                grid;
    Terrain*             terrain;
    bool                 active;

    Ship*                player_ship;
    int                  current_view;
    List<Ship>           ships;
    List<Ship>           carriers;
    List<Ship>           selection;
    List<Ship>           dead_ships;
    List<Shot>           shots;
    List<Drone>          drones;
    List<Explosion>      explosions;
    List<Debris>         debris;
    List<Asteroid>       asteroids;
    List<Contact>        track_database[5];
    List<SimRegion>      links;

    std::uint32_t        sim_time;
    int                  ai_index;
};