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orders.h
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#ifndef ORDERS_CLASS
#define ORDERS_CLASS
// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 1995-1999 Geoff Dunbar
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program, in the file license.txt. If not, write
// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// See the Atlantis Project web page for details:
// http://www.prankster.com/project
//
// END A3HEADER
#include "alist.h"
#include "astring.h"
#include "movetype.h"
#include <deque>
class ARegion;
class UnitId;
//----------------------------------------------------------------------------
enum
{
O_ATLANTIS,
O_END,
O_UNIT,
O_ADDRESS,
O_ADVANCE,
O_ARMOR,
O_ASSASSINATE,
O_ATTACK,
O_AUTOTAX,
O_AVOID,
O_BEHIND,
O_BUILD,
O_BUY,
O_CAST,
O_CLAIM,
O_COMBAT,
O_CONSUME,
O_DECLARE,
O_DESCRIBE,
O_DESTROY,
O_ENDFORM,
O_ENDTURN,
O_ENTER,
O_ENTERTAIN,
O_EVICT,
O_EXCHANGE,
O_FACTION,
O_FIND,
O_FORGET,
O_FORM,
O_GIVE,
O_GUARD,
O_HOLD,
O_JOIN,
O_LEAVE,
O_MOVE,
O_NAME,
O_NOAID,
O_NOCROSS,
O_NOSPOILS,
O_OPTION,
O_PASSWORD,
O_PILLAGE,
O_PREPARE,
O_PRODUCE,
O_PROMOTE,
O_QUIT,
O_RESTART,
O_REVEAL,
O_SAIL,
O_SELL,
O_SHARE,
O_SHOW,
O_SPOILS,
O_STEAL,
O_STUDY,
O_TAX,
O_TEACH,
O_TURN,
O_WEAPON,
O_WITHDRAW,
O_WORK,
NORDERS
};
//----------------------------------------------------------------------------
#define MOVE_PAUSE 97
#define MOVE_IN 98
#define MOVE_OUT 99
// Enter is MOVE_ENTER + num of object
#define MOVE_ENTER 100
//----------------------------------------------------------------------------
extern const char* const *OrderStrs;
//----------------------------------------------------------------------------
int Parse1Order(AString *);
//----------------------------------------------------------------------------
/// One segment of movement
class MoveDir : public AListElem
{
public:
int dir;
};
//----------------------------------------------------------------------------
/// Base class for all orders
class Order : public AListElem
{
public:
explicit Order(int t);
virtual ~Order();
virtual AString toString(ARegion*, int fac_num) const { return ""; }
AString repeatPrefix() const;
const int type;
int repeat;
};
class RawTextOrder : public Order
{
public:
explicit RawTextOrder(const AString &t)
: Order(NORDERS)
, t_(t)
{
}
virtual AString toString(ARegion*, int fac_num) const { return t_; }
const AString t_;
};
/// Join another unit
class JoinOrder : public Order
{
public:
JoinOrder(UnitId *target, bool overload, bool merge);
~JoinOrder();
public: // data
UnitId *target;
bool overload;
bool merge;
};
/// Move to adjacent hex or enter/leave an object
class MoveOrder : public Order
{
public:
MoveOrder(int t = O_MOVE);
~MoveOrder();
int advancing = 0;
AList dirs;
};
/// Take funds or items from the faction bank
class WithdrawOrder : public Order
{
public:
WithdrawOrder();
~WithdrawOrder();
int item;
int amount;
};
/// Transfer items to another unit
class GiveOrder : public Order
{
public:
GiveOrder();
~GiveOrder();
int item = -1;
int amount = 0; ///< if amount == -1, transfer whole unit, -2 means all of item
int except = 0;
MoveType limit = M_NONE;
UnitId *target = nullptr;
bool give_ship = false;
};
/// Increase skill
class StudyOrder : public Order
{
public:
StudyOrder();
~StudyOrder();
int skill;
int days;
};
/// Help another unit to study
class TeachOrder : public Order
{
public:
TeachOrder();
~TeachOrder();
virtual AString toString(ARegion *region, int fac_num) const;
AList targets;
};
/// Create items
class ProduceOrder : public Order
{
public:
ProduceOrder();
~ProduceOrder();
int item;
int skill; ///< -1 for none
int productivity;
int limit;
bool is_default = false;
};
/// Produce multiple items
class ProduceQueue : public Order
{
public:
ProduceQueue();
~ProduceQueue();
std::deque<ProduceOrder> orders_;
};
/// Buy an item from a market
class BuyOrder : public Order
{
public:
BuyOrder();
~BuyOrder();
int item;
int num;
};
/// Sell an item in market
class SellOrder : public Order
{
public:
SellOrder();
~SellOrder();
int item;
int num;
};
/// Attack a unit
class AttackOrder : public Order
{
public:
AttackOrder();
~AttackOrder();
AList targets;
};
/// Construct an object
class BuildOrder : public Order
{
public:
BuildOrder();
~BuildOrder();
UnitId *target;
};
/// Operate a ship
class SailOrder : public Order
{
public:
SailOrder();
~SailOrder();
AList dirs;
};
/// Look for a player
class FindOrder : public Order
{
public:
FindOrder();
~FindOrder();
int find;
};
/// Steal an item
class StealOrder : public Order
{
public:
StealOrder();
~StealOrder();
UnitId *target;
int item;
};
/// Try to secretly attack a unit
class AssassinateOrder : public Order
{
public:
AssassinateOrder();
~AssassinateOrder();
UnitId *target;
};
/// Lose a skill
class ForgetOrder : public Order
{
public:
ForgetOrder();
~ForgetOrder();
int skill;
};
/// Atomically swap items
class ExchangeOrder : public Order
{
public:
ExchangeOrder();
~ExchangeOrder();
int giveItem;
int giveAmount;
int expectItem;
int expectAmount;
int exchangeStatus;
UnitId *target;
};
/// Delay orders for 1 turn
class TurnOrder : public Order
{
public:
TurnOrder();
~TurnOrder();
int repeating;
AList turnOrders;
};
/// Cast a spell
class CastOrder : public Order
{
public:
CastOrder();
~CastOrder();
int spell;
int level;
};
/// Cast enchant (armor or weapon)
class CastEnchantOrder : public CastOrder
{
public:
CastEnchantOrder();
int output_item;
};
/// Cast mind reading
class CastMindOrder : public CastOrder
{
public:
CastMindOrder();
~CastMindOrder();
UnitId *id;
};
/// Cast a spell targeting a region
class CastRegionOrder : public CastOrder
{
public:
CastRegionOrder();
~CastRegionOrder();
int xloc, yloc, zloc;
};
/// Cast teleport
class TeleportOrder : public CastRegionOrder
{
public:
TeleportOrder();
~TeleportOrder();
int gate;
AList units;
bool alignment_ = false;
};
/// Cast helper
class CastIntOrder : public CastOrder
{
public:
CastIntOrder();
~CastIntOrder();
int target;
};
/// Cast helper
class CastUnitsOrder : public CastOrder
{
public:
CastUnitsOrder();
~CastUnitsOrder();
AList units;
};
/// Force units to leave an object
class EvictOrder : public Order
{
public:
EvictOrder();
~EvictOrder();
AList targets;
};
#endif