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orders.h
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orders.h
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// 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
#ifndef ORDERS_CLASS
#define ORDERS_CLASS
class Order;
class AttackOrder;
class MoveOrder;
class WithdrawOrder;
class WishdrawOrder;
class WishskillOrder;
class MasteryOrder;
class GiveOrder;
class SendOrder;
class StudyOrder;
class TeachOrder;
class SellOrder;
class BuyOrder;
class ProduceOrder;
class BuildOrder;
class BuildHexsideOrder;
class SailOrder;
class FindOrder;
class StealOrder;
class AssassinateOrder;
class CastOrder;
class CastMindOrder;
class CastRegionOrder;
class TeleportOrder;
class ForgetOrder;
class EvictOrder;
class BankOrder;
class IdleOrder;
class TransportOrder;
#include "unit.h"
#include "gamedefs.h"
#include "astring.h"
#include "alist.h"
enum {
O_ATLANTIS,
O_END,
O_UNIT,
O_ADDRESS,
O_ADVANCE,
O_ALL,
O_ARMOR,
O_ASSASSINATE,
O_ATTACK,
O_AUTOTAX,
O_AVOID,
O_BANK,
O_BEHIND,
O_BUILD,
O_BUILDHEXSIDE,
O_BUY,
O_CAST,
O_CLAIM,
O_COMBAT,
O_COMMAND,
O_CONSUME,
O_DECLARE,
O_DESCRIBE,
O_DESTROY,
O_DISABLE,
O_DISTRIBUTE,
O_ENDFORM,
O_ENDALL,
O_ENDTEMPLATE,
O_ENDTURN,
O_ENTER,
O_ENTERTAIN,
O_EVICT,
O_EXCHANGE,
O_FACTION,
O_FIGHTAS,
O_FIND,
O_FOLLOW,
O_FORGET,
O_FORM,
O_GIVE,
O_GUARD,
O_HOLD,
O_IDLE,
O_LABEL,
O_LEAVE,
O_MASTER,
O_MOVE,
O_NAME,
O_NOAID,
O_NOCROSS,
O_NOSPOILS,
O_OPTION,
O_PASSWORD,
O_PILLAGE,
O_POOL,
O_PREPARE,
O_PRODUCE,
O_PROMOTE,
O_QUIT,
O_RESTART,
O_REVEAL,
O_SAIL,
O_SELL,
O_SEND,
O_SHARE,
O_SHOW,
O_SPOILS,
O_STEAL,
O_STUDY,
O_TACTICS,
O_TAX,
O_TEACH,
O_TEMPLATE,
O_TRANSPORT,
O_TURN,
O_TYPE,
O_WEAPON,
O_WISHDRAW,
O_WISHSKILL,
O_WITHDRAW,
O_WORK,
NORDERS
};
enum {
M_NONE,
M_WALK,
M_RIDE,
M_FLY,
M_SAIL
};
#define MOVE_IN 98
#define MOVE_OUT 99
/* Enter is MOVE_ENTER + num of object */
#define MOVE_ENTER 100
extern char ** OrderStrs;
int Parse1Order(AString *);
class Order : public AListElem {
public:
Order();
virtual ~Order();
int type;
int quiet;
};
class MoveDir : public AListElem {
public:
int dir;
};
class MoveOrder : public Order {
public:
MoveOrder();
~MoveOrder();
int advancing;
AList dirs;
};
class PoolOrder : public Order {
public:
PoolOrder();
~PoolOrder();
int item;
};
class WithdrawOrder : public Order {
public:
WithdrawOrder();
~WithdrawOrder();
int item;
int amount;
};
class WishdrawOrder : public Order {
public:
WishdrawOrder();
~WishdrawOrder();
int item;
int amount;
};
class WishskillOrder : public Order {
public:
WishskillOrder();
~WishskillOrder();
int skill;
int knowledge;
int experience;
};
class MasterOrder : public Order {
public:
MasterOrder();
~MasterOrder();
};
class FollowOrder : public Order {
public:
FollowOrder();
~FollowOrder();
int ship;
UnitId *targetid;
Unit *target;
int dir;
int advancing;
};
class GiveOrder : public Order {
public:
GiveOrder();
~GiveOrder();
int item;
/* if amount == -1, transfer whole unit, -2 means all of item */
int amount;
int except;
UnitId *target;
};
class SendOrder : public Order {
public:
SendOrder();
~SendOrder();
int item;
/* if amount == -2, send all of item */
int amount;
int except;
int direction;
UnitId *target;
UnitId *via;
};
class StudyOrder : public Order {
public:
StudyOrder();
~StudyOrder();
int skill;
int days;
int level; //STUDY order mod
};
class TeachOrder : public Order {
public:
TeachOrder();
~TeachOrder();
AList targets;
};
class ProduceOrder : public Order {
public:
ProduceOrder();
~ProduceOrder();
int item;
int skill; /* -1 for none */
int productivity;
};
class BuyOrder : public Order {
public:
BuyOrder();
~BuyOrder();
int item;
int num;
};
class SellOrder : public Order {
public:
SellOrder();
~SellOrder();
int item;
int num;
};
class AttackOrder : public Order {
public:
AttackOrder();
~AttackOrder();
AList targets;
};
class BuildOrder : public Order {
public:
BuildOrder();
~BuildOrder();
UnitId * target;
};
class BuildHexsideOrder : public Order {
public:
BuildHexsideOrder();
~BuildHexsideOrder();
int terrain;
int direction;
};
class SailOrder : public Order {
public:
SailOrder();
~SailOrder();
AList dirs;
};
class FindOrder : public Order {
public:
FindOrder();
~FindOrder();
int find;
};
class StealOrder : public Order {
public:
StealOrder();
~StealOrder();
UnitId *target;
int item;
};
class AssassinateOrder : public Order {
public:
AssassinateOrder();
~AssassinateOrder();
UnitId *target;
};
class ForgetOrder : public Order {
public:
ForgetOrder();
~ForgetOrder();
int skill;
};
// Add class for exchange
class ExchangeOrder : public Order {
public:
ExchangeOrder();
~ExchangeOrder();
int giveItem;
int giveAmount;
int expectItem;
int expectAmount;
int exchangeStatus;
UnitId *target;
};
class TurnOrder : public Order {
public:
TurnOrder();
~TurnOrder();
int repeating;
AList turnOrders;
};
class CastOrder : public Order {
public:
CastOrder();
~CastOrder();
int spell;
int level;
int extracost; //first spell is 0, second is 1, third is 2.
};
class CastMindOrder : public CastOrder {
public:
CastMindOrder();
~CastMindOrder();
UnitId *id;
};
class CastRegionOrder : public CastOrder {
public:
CastRegionOrder();
~CastRegionOrder();
int xloc, yloc, zloc;
};
class TeleportOrder : public CastRegionOrder {
public:
TeleportOrder();
~TeleportOrder();
int gate;
AList units;
};
class CastIntOrder : public CastOrder {
public:
CastIntOrder();
~CastIntOrder();
int target;
};
class CastUnitsOrder : public CastOrder {
public:
CastUnitsOrder();
~CastUnitsOrder();
AList units;
};
class CastChangeOrder : public CastOrder {
public:
CastChangeOrder();
~CastChangeOrder();
int fromitem;
int toitem;
AList units;
};
class CastModifyOrder : public CastOrder {
public:
CastModifyOrder();
~CastModifyOrder();
int fromitem;
int toitem;
int xloc, yloc, zloc;
};
class CastMenOrder : public CastOrder {
public:
CastMenOrder();
~CastMenOrder();
int men;
int race;
AList units;
};
class CastHypnosisOrder : public CastOrder {
public:
CastHypnosisOrder();
~CastHypnosisOrder();
AList units;
Order *monthorder;
int taxing;
};
class EvictOrder : public Order {
public:
EvictOrder();
~EvictOrder();
AList targets;
};
class BankOrder : public Order {
public:
BankOrder();
~BankOrder();
int what; // 1 == withdraw; 2 == deposit
int amount;
};
class IdleOrder : public Order {
public:
IdleOrder();
~IdleOrder();
};
class TransportOrder : public Order {
public:
TransportOrder();
~TransportOrder();
int item;
// amount == -1 means all available at transport time
int amount;
int except;
UnitId *target;
};
#endif