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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/Instruction.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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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
+ ========
+ Instruction (NavPoint / Order / Objective) class declaration
+*/
+
+#ifndef Instruction_h
+#define Instruction_h
+
+#include "Types.h"
+#include "Geometry.h"
+#include "SimObject.h"
+#include "Text.h"
+#include "RLoc.h"
+
+// +--------------------------------------------------------------------+
+
+class Ship;
+
+// +--------------------------------------------------------------------+
+
+class Instruction : public SimObserver
+{
+public:
+ static const char* TYPENAME() { return "Instruction"; }
+
+ enum ACTION
+ {
+ VECTOR,
+ LAUNCH,
+ DOCK,
+ RTB,
+
+ DEFEND,
+ ESCORT,
+ PATROL,
+ SWEEP,
+ INTERCEPT,
+ STRIKE, // ground attack
+ ASSAULT, // starship attack
+ RECON,
+
+ //RECALL,
+ //DEPLOY,
+
+ NUM_ACTIONS
+ };
+
+ enum STATUS
+ {
+ PENDING,
+ ACTIVE,
+ SKIPPED,
+ ABORTED,
+ FAILED,
+ COMPLETE,
+
+ NUM_STATUS
+ };
+
+ enum FORMATION
+ {
+ DIAMOND,
+ SPREAD,
+ BOX,
+ TRAIL,
+
+ NUM_FORMATIONS
+ };
+
+ enum PRIORITY
+ {
+ PRIMARY = 1,
+ SECONDARY,
+ BONUS
+ };
+
+ Instruction(int action, const char* tgt);
+ Instruction(const char* rgn, Point loc, int act=VECTOR);
+ Instruction(SimRegion* rgn, Point loc, int act=VECTOR);
+ Instruction(const Instruction& instr);
+ virtual ~Instruction();
+
+ Instruction& operator = (const Instruction& n);
+
+ // accessors:
+ static const char* ActionName(int a);
+ static const char* StatusName(int s);
+ static const char* FormationName(int f);
+ static const char* PriorityName(int p);
+
+ const char* RegionName() const { return rgn_name; }
+ SimRegion* Region() const { return region; }
+ Point Location() const;
+ RLoc& GetRLoc() { return rloc; }
+ int Action() const { return action; }
+ int Status() const { return status; }
+ int Formation() const { return formation; }
+ int Speed() const { return speed; }
+ int EMCON() const { return emcon; }
+ int WeaponsFree() const { return wep_free; }
+ int Priority() const { return priority; }
+ int Farcast() const { return farcast; }
+ double HoldTime() const { return hold_time; }
+
+ const char* TargetName() const { return tgt_name; }
+ const char* TargetDesc() const { return tgt_desc; }
+ SimObject* GetTarget();
+
+ void Evaluate(Ship* s);
+ const char* GetShortDescription() const;
+ const char* GetDescription() const;
+
+ // mutators:
+ void SetRegion(SimRegion* r) { region = r; }
+ void SetLocation(const Point& l);
+ void SetAction(int s) { action = s; }
+ void SetStatus(int s);
+ void SetFormation(int s) { formation = s; }
+ void SetSpeed(int s) { speed = s; }
+ void SetEMCON(int e) { emcon = e; }
+ void SetWeaponsFree(int f) { wep_free = f; }
+ void SetPriority(int p) { priority = p; }
+ void SetFarcast(int f) { farcast = f; }
+ void SetHoldTime(double t) { hold_time = t; }
+
+ void SetTarget(const char* n);
+ void SetTarget(SimObject* s);
+ void SetTargetDesc(const char* d);
+ void ClearTarget();
+
+ virtual bool Update(SimObject* s);
+ virtual const char* GetObserverName() const;
+
+protected:
+ Text rgn_name;
+ SimRegion* region;
+ RLoc rloc;
+ int action;
+ int formation;
+ int status;
+ int speed;
+
+ Text tgt_name;
+ Text tgt_desc;
+ SimObject* target;
+ int emcon;
+ int wep_free;
+ int priority;
+ int farcast;
+
+ double hold_time;
+};
+
+// +--------------------------------------------------------------------+
+
+#endif // Instruction_h
+