summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/Instruction.h
blob: b5988832c7adffd76ce20376ef8b8bd8c9c2f842 (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
/*  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
    ========
    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