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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/CombatZone.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CombatZone.cpp')
-rw-r--r--StarsEx/CombatZone.cpp280
1 files changed, 280 insertions, 0 deletions
diff --git a/StarsEx/CombatZone.cpp b/StarsEx/CombatZone.cpp
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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
+ ========
+ 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.
+*/
+
+#include "CombatZone.h"
+#include "CombatGroup.h"
+#include "CombatUnit.h"
+#include "Campaign.h"
+#include "ShipDesign.h"
+#include "Ship.h"
+
+#include "Game.h"
+#include "DataLoader.h"
+#include "ParseUtil.h"
+
+// +----------------------------------------------------------------------+
+
+CombatZone::CombatZone()
+{
+}
+
+CombatZone::~CombatZone()
+{
+ regions.destroy();
+ forces.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CombatZone::Clear()
+{
+ forces.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CombatZone::AddGroup(CombatGroup* group)
+{
+ if (group) {
+ int iff = group->GetIFF();
+ ZoneForce* f = FindForce(iff);
+ f->AddGroup(group);
+ group->SetCurrentZone(this);
+ }
+}
+
+void
+CombatZone::RemoveGroup(CombatGroup* group)
+{
+ if (group) {
+ int iff = group->GetIFF();
+ ZoneForce* f = FindForce(iff);
+ f->RemoveGroup(group);
+ group->SetCurrentZone(0);
+ }
+}
+
+bool
+CombatZone::HasGroup(CombatGroup* group)
+{
+ if (group) {
+ int iff = group->GetIFF();
+ ZoneForce* f = FindForce(iff);
+ return f->HasGroup(group);
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CombatZone::AddRegion(const char* rgn)
+{
+ if (rgn && *rgn) {
+ regions.append(new Text(rgn));
+
+ if (name.length() < 1)
+ name = rgn;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+CombatZone::HasRegion(const char* rgn)
+{
+ if (rgn && *rgn && regions.size()) {
+ Text test(rgn);
+ return regions.contains(&test);
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+ZoneForce*
+CombatZone::FindForce(int iff)
+{
+ ListIter<ZoneForce> f = forces;
+ while (++f) {
+ if (f->GetIFF() == iff)
+ return f.value();
+ }
+
+ return MakeForce(iff);
+}
+
+// +--------------------------------------------------------------------+
+
+ZoneForce*
+CombatZone::MakeForce(int iff)
+{
+ ZoneForce* f = new ZoneForce(iff);
+ forces.append(f);
+ return f;
+}
+
+// +--------------------------------------------------------------------+
+
+static List<CombatZone> zonelist;
+
+List<CombatZone>&
+CombatZone::Load(const char* filename)
+{
+ zonelist.clear();
+
+ DataLoader* loader = DataLoader::GetLoader();
+ BYTE* block = 0;
+
+ loader->LoadBuffer(filename, block, true);
+ Parser parser(new BlockReader((const char*) block));
+
+ Term* term = parser.ParseTerm();
+
+ if (!term) {
+ return zonelist;
+ }
+ else {
+ TermText* file_type = term->isText();
+ if (!file_type || file_type->value() != "ZONES") {
+ return zonelist;
+ }
+ }
+
+ do {
+ delete term; term = 0;
+ term = parser.ParseTerm();
+
+ if (term) {
+ TermDef* def = term->isDef();
+ if (def) {
+ if (def->name()->value() == "zone") {
+ if (!def->term() || !def->term()->isStruct()) {
+ ::Print("WARNING: zone struct missing in '%s%s'\n", loader->GetDataPath(), filename);
+ }
+ else {
+ TermStruct* val = def->term()->isStruct();
+
+ CombatZone* zone = new CombatZone();
+ char rgn[64];
+ ZeroMemory(rgn, sizeof(rgn));
+
+ for (int i = 0; i < val->elements()->size(); i++) {
+ TermDef* pdef = val->elements()->at(i)->isDef();
+ if (pdef) {
+ if (pdef->name()->value() == "region") {
+ GetDefText(rgn, pdef, filename);
+ zone->AddRegion(rgn);
+ }
+ else if (pdef->name()->value() == "system") {
+ GetDefText(rgn, pdef, filename);
+ zone->system = rgn;
+ }
+ }
+ }
+
+ zonelist.append(zone);
+ }
+ }
+ }
+ }
+ }
+ while (term);
+
+ loader->ReleaseBuffer(block);
+
+ return zonelist;
+}
+
+// +--------------------------------------------------------------------+
+
+ZoneForce::ZoneForce(int i)
+{
+ iff = i;
+
+ for (int n = 0; n < 8; n++)
+ need[n] = 0;
+}
+
+void
+ZoneForce::AddGroup(CombatGroup* group)
+{
+ if (group)
+ groups.append(group);
+}
+
+void
+ZoneForce::RemoveGroup(CombatGroup* group)
+{
+ if (group)
+ groups.remove(group);
+}
+
+bool
+ZoneForce::HasGroup(CombatGroup* group)
+{
+ if (group)
+ return groups.contains(group);
+
+ return false;
+}
+
+int
+ZoneForce::GetNeed(int group_type) const
+{
+ switch (group_type) {
+ case CombatGroup::CARRIER_GROUP: return need[0];
+ case CombatGroup::BATTLE_GROUP: return need[1];
+ case CombatGroup::DESTROYER_SQUADRON: return need[2];
+ case CombatGroup::ATTACK_SQUADRON: return need[3];
+ case CombatGroup::FIGHTER_SQUADRON: return need[4];
+ case CombatGroup::INTERCEPT_SQUADRON: return need[5];
+ }
+
+ return 0;
+}
+
+void
+ZoneForce::SetNeed(int group_type, int needed)
+{
+ switch (group_type) {
+ case CombatGroup::CARRIER_GROUP: need[0] = needed; break;
+ case CombatGroup::BATTLE_GROUP: need[1] = needed; break;
+ case CombatGroup::DESTROYER_SQUADRON: need[2] = needed; break;
+ case CombatGroup::ATTACK_SQUADRON: need[3] = needed; break;
+ case CombatGroup::FIGHTER_SQUADRON: need[4] = needed; break;
+ case CombatGroup::INTERCEPT_SQUADRON: need[5] = needed; break;
+ }
+}
+
+void
+ZoneForce::AddNeed(int group_type, int needed)
+{
+ switch (group_type) {
+ case CombatGroup::CARRIER_GROUP: need[0] += needed; break;
+ case CombatGroup::BATTLE_GROUP: need[1] += needed; break;
+ case CombatGroup::DESTROYER_SQUADRON: need[2] += needed; break;
+ case CombatGroup::ATTACK_SQUADRON: need[3] += needed; break;
+ case CombatGroup::FIGHTER_SQUADRON: need[4] += needed; break;
+ case CombatGroup::INTERCEPT_SQUADRON: need[5] += needed; break;
+ }
+}
+