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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/CombatZone.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CombatZone.h')
-rw-r--r-- | StarsEx/CombatZone.h | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/StarsEx/CombatZone.h b/StarsEx/CombatZone.h new file mode 100644 index 0000000..ff04313 --- /dev/null +++ b/StarsEx/CombatZone.h @@ -0,0 +1,102 @@ +/* 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. +*/ + +#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 + |