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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 Sim_h
#define Sim_h
#include "Types.h"
#include "Universe.h"
#include "Scene.h"
#include "Physical.h"
#include "Geometry.h"
#include "List.h"
#include "Text.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(DWORD objid);
virtual Shot* FindShotByObjID(DWORD 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;
DWORD 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;
DWORD 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(DWORD objid);
virtual Shot* FindShotByObjID(DWORD 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;
DWORD sim_time;
int ai_index;
};
#endif // Sim_h
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