summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/SimEvent.h
blob: c8bd092ca0ea1ac1bcedecb3671b1604ce7394ad (plain)
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
167
168
169
170
171
172
/*  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 <List.h>
#include <Text.h>


class Sim;
class SimRegion;
class SimObject;
class SimObserver;
class SimHyper;
class CombatGroup;
class CombatUnit;


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

    enum EVENT {
        LAUNCH=1,
        DOCK,
        LAND,
        EJECT,
        CRASH,
        COLLIDE,
        DESTROYED,
        MAKE_ORBIT,
        BREAK_ORBIT,
        QUANTUM_JUMP,
        LAUNCH_SHIP,
        RECOVER_SHIP,
        FIRE_GUNS,
        FIRE_MISSILE,
        DROP_DECOY,
        GUNS_KILL,
        MISSILE_KILL,
        LAUNCH_PROBE,
        SCAN_TARGET,
    };

    SimEvent(int event, const char* tgt=0, const char* info=0);
    ~SimEvent();

    int            GetEvent()        const { return event;         }
    int            GetTime()         const { return time;          }
    Text           GetEventDesc()    const;
    const char*    GetTarget()       const { return target;        }
    const char*    GetInfo()         const { return info;          }
    int            GetCount()        const { return count;         }

    void           SetTarget(const char* tgt);
    void           SetInfo(const char* info);
    void           SetCount(int count);
    void           SetTime(int time);

private:
    int            event;
    int            time;
    Text           target;
    Text           info;
    int            count;
};


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

    ShipStats(const char* name, int iff=0);
    ~ShipStats();

    static void       Initialize();
    static void       Close();
    static ShipStats* Find(const char* name);
    static int        NumStats();
    static ShipStats* GetStats(int i);

    void           Summarize();

    const char*    GetName()         const { return name;          }
    const char*    GetType()         const { return type;          }
    const char*    GetRole()         const { return role;          }
    const char*    GetRegion()       const { return region;        }
    CombatGroup*   GetCombatGroup()  const { return combat_group;  }
    CombatUnit*    GetCombatUnit()   const { return combat_unit;   }
    int            GetElementIndex() const { return elem_index;    }
    int            GetShipClass()    const { return ship_class;    }
    int            GetIFF()          const { return iff;           }
    int            GetGunKills()     const { return kill1;         }
    int            GetMissileKills() const { return kill2;         }
    int            GetDeaths()       const { return lost;          }
    int            GetColls()        const { return coll;          }
    int            GetPoints()       const { return points;        }
    int            GetCommandPoints()const { return cmd_points;    }

    int            GetGunShots()     const { return gun_shots;     }
    int            GetGunHits()      const { return gun_hits;      }
    int            GetMissileShots() const { return missile_shots; }
    int            GetMissileHits()  const { return missile_hits;  }
    long double FlightTime() const;
    int EffectivePoints() const;

    bool           IsPlayer()        const { return player;        }

    List<SimEvent>&
    GetEvents()       { return events;  }
    SimEvent*      AddEvent(SimEvent* e);
    SimEvent*      AddEvent(int event, const char* tgt=0, const char* info=0);
    bool           HasEvent(int event) const;

    void           SetShipClass(int c)     { ship_class = c;       }
    void           SetIFF(int i)           { iff = i;              }
    void           SetType(const char* t);
    void           SetRole(const char* r);
    void           SetRegion(const char* r);
    void           SetCombatGroup(CombatGroup* g);
    void           SetCombatUnit(CombatUnit* u);
    void           SetElementIndex(int n);
    void           SetPlayer(bool p);

    void           AddGunShot()            { gun_shots++;          }
    void           AddGunHit()             { gun_hits++;           }
    void           AddMissileShot()        { missile_shots++;      }
    void           AddMissileHit()         { missile_hits++;       }
    void           AddPoints(int p)        { points += p;          }
    void           AddCommandPoints(int p) { cmd_points += p;      }
    void SetFlightTime(long double seconds);

private:
    Text           name;
    Text           type;
    Text           role;
    Text           region;
    CombatGroup*   combat_group;
    CombatUnit*    combat_unit;
    bool           player;
    int            elem_index;
    int            ship_class;
    int            iff;
    int            kill1;
    int            kill2;
    int            lost;
    int            coll;

    int            gun_shots;
    int            gun_hits;

    int            missile_shots;
    int            missile_hits;

    int            points;
    int            cmd_points;

    long double flight_time;
    List<SimEvent> events;
};