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Diffstat (limited to 'Stars45/CombatZone.cpp')
-rw-r--r-- | Stars45/CombatZone.cpp | 306 |
1 files changed, 306 insertions, 0 deletions
diff --git a/Stars45/CombatZone.cpp b/Stars45/CombatZone.cpp new file mode 100644 index 0000000..3e2cac4 --- /dev/null +++ b/Stars45/CombatZone.cpp @@ -0,0 +1,306 @@ +/* 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.cpp + 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 "MemDebug.h" +#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 (__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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; + } +} + |