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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/CombatZone.h | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/CombatZone.h')
-rw-r--r-- | Stars45/CombatZone.h | 230 |
1 files changed, 127 insertions, 103 deletions
diff --git a/Stars45/CombatZone.h b/Stars45/CombatZone.h index 89aecbf..360a992 100644 --- a/Stars45/CombatZone.h +++ b/Stars45/CombatZone.h @@ -1,103 +1,127 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CombatZone.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- CombatZone is used by the dynamic campaign strategy
- and logistics algorithms to assign forces to locations
- within the campaign. A CombatZone is a collection of
- closely related sectors, and the assets contained
- within them.
-*/
-
-#ifndef CombatZone_h
-#define CombatZone_h
-
-#include "Types.h"
-#include "Geometry.h"
-#include "Text.h"
-#include "List.h"
-
-// +--------------------------------------------------------------------+
-
-class CombatGroup;
-class CombatUnit;
-class ZoneForce;
-
-// +--------------------------------------------------------------------+
-
-class CombatZone
-{
-public:
- static const char* TYPENAME() { return "CombatZone"; }
-
- CombatZone();
- ~CombatZone();
-
- int operator == (const CombatZone& g) const { return this == &g; }
-
- const Text& Name() const { return name; }
- const Text& System() const { return system; }
- void AddGroup(CombatGroup* g);
- void RemoveGroup(CombatGroup* g);
- bool HasGroup(CombatGroup* g);
- void AddRegion(const char* rgn);
- bool HasRegion(const char* rgn);
- List<Text>& GetRegions() { return regions; }
- List<ZoneForce>& GetForces() { return forces; }
-
- ZoneForce* FindForce(int iff);
- ZoneForce* MakeForce(int iff);
-
- void Clear();
-
- static List<CombatZone>&
- Load(const char* filename);
-
-private:
- // attributes:
- Text name;
- Text system;
- List<Text> regions;
- List<ZoneForce> forces;
-};
-
-// +--------------------------------------------------------------------+
-
-class ZoneForce
-{
-public:
- ZoneForce(int i);
-
- int GetIFF() { return iff; }
- List<CombatGroup>& GetGroups() { return groups; }
- List<CombatGroup>& GetTargetList() { return target_list; }
- List<CombatGroup>& GetDefendList() { return defend_list; }
-
- void AddGroup(CombatGroup* g);
- void RemoveGroup(CombatGroup* g);
- bool HasGroup(CombatGroup* g);
-
- int GetNeed(int group_type) const;
- void SetNeed(int group_type, int needed);
- void AddNeed(int group_type, int needed);
-
-private:
- // attributes:
- int iff;
- List<CombatGroup> groups;
- List<CombatGroup> defend_list;
- List<CombatGroup> target_list;
- int need[8];
-};
-
-// +--------------------------------------------------------------------+
-
-#endif CombatZone_h
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: CombatZone.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + CombatZone is used by the dynamic campaign strategy + and logistics algorithms to assign forces to locations + within the campaign. A CombatZone is a collection of + closely related sectors, and the assets contained + within them. +*/ + +#ifndef CombatZone_h +#define CombatZone_h + +#include "Types.h" +#include "Geometry.h" +#include "Text.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class CombatGroup; +class CombatUnit; +class ZoneForce; + +// +--------------------------------------------------------------------+ + +class CombatZone +{ +public: + static const char* TYPENAME() { return "CombatZone"; } + + CombatZone(); + ~CombatZone(); + + int operator == (const CombatZone& g) const { return this == &g; } + + const Text& Name() const { return name; } + const Text& System() const { return system; } + void AddGroup(CombatGroup* g); + void RemoveGroup(CombatGroup* g); + bool HasGroup(CombatGroup* g); + void AddRegion(const char* rgn); + bool HasRegion(const char* rgn); + List<Text>& GetRegions() { return regions; } + List<ZoneForce>& GetForces() { return forces; } + + ZoneForce* FindForce(int iff); + ZoneForce* MakeForce(int iff); + + void Clear(); + + static List<CombatZone>& + Load(const char* filename); + +private: + // attributes: + Text name; + Text system; + List<Text> regions; + List<ZoneForce> forces; +}; + +// +--------------------------------------------------------------------+ + +class ZoneForce +{ +public: + ZoneForce(int i); + + int GetIFF() { return iff; } + List<CombatGroup>& GetGroups() { return groups; } + List<CombatGroup>& GetTargetList() { return target_list; } + List<CombatGroup>& GetDefendList() { return defend_list; } + + void AddGroup(CombatGroup* g); + void RemoveGroup(CombatGroup* g); + bool HasGroup(CombatGroup* g); + + int GetNeed(int group_type) const; + void SetNeed(int group_type, int needed); + void AddNeed(int group_type, int needed); + +private: + // attributes: + int iff; + List<CombatGroup> groups; + List<CombatGroup> defend_list; + List<CombatGroup> target_list; + int need[8]; +}; + +// +--------------------------------------------------------------------+ + +#endif CombatZone_h + |