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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