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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
    ========
    CampaignMissionRequest
*/

#ifndef CampaignMissionRequest_h
#define CampaignMissionRequest_h

#include "Types.h"
#include "Geometry.h"
#include "List.h"
#include "Text.h"

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

class Campaign;
class CombatGroup;
class CombatUnit;
class CombatZone;
class Mission;
class MissionElement;
class MissionInfo;

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

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

    CampaignMissionRequest(Campaign* c, int type, int start,
    CombatGroup* primary, CombatGroup* tgt=0);

    Campaign*         GetCampaign()        { return campaign;         }
    int               Type()               { return type;             }
    int               OpposingType()       { return opp_type;         }
    int               StartTime()          { return start;            }
    CombatGroup*      GetPrimaryGroup()    { return primary_group;    }
    CombatGroup*      GetSecondaryGroup()  { return secondary_group;  }
    CombatGroup*      GetObjective()       { return objective;        }

    bool              IsLocSpecified()     { return use_loc;          }
    const Text&       RegionName()         { return region;           }
    Point             Location()           { return location;         }
    const Text&       Script()             { return script;           }

    void              SetType(int t)                      { type = t;             }
    void              SetOpposingType(int t)              { opp_type = t;         }
    void              SetStartTime(int s)                 { start = s;            }
    void              SetPrimaryGroup(CombatGroup* g)     { primary_group = g;    }
    void              SetSecondaryGroup(CombatGroup* g)   { secondary_group = g;  }
    void              SetObjective(CombatGroup* g)        { objective = g;        }

    void              SetRegionName(const char* rgn)      { region = rgn;   use_loc = true; }
    void              SetLocation(const Point& loc)       { location = loc; use_loc = true; }
    void              SetScript(const char* s)            { script = s; }

private:
    Campaign*         campaign;

    int               type;             // type of mission
    int               opp_type;         // opposing mission type
    int               start;            // start time
    CombatGroup*      primary_group;    // player's group
    CombatGroup*      secondary_group;  // optional support group
    CombatGroup*      objective;        // target or ward

    bool              use_loc;          // use the specified location
    Text              region;
    Point             location;
    Text              script;
};

#endif  // CampaignMissionRequest_h