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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 SimEvent_h
#define SimEvent_h

#include "Types.h"
#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;  }

    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);

    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;      }

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;

    List<SimEvent> events;
};

#endif  // SimEvent_h