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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
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