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-rw-r--r--Stars45/CombatZone.h104
1 files changed, 52 insertions, 52 deletions
diff --git a/Stars45/CombatZone.h b/Stars45/CombatZone.h
index 3c1058d..89aecbf 100644
--- a/Stars45/CombatZone.h
+++ b/Stars45/CombatZone.h
@@ -1,19 +1,19 @@
/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: CombatZone.h
- AUTHOR: John DiCamillo
+ 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.
+ 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
@@ -35,37 +35,37 @@ class ZoneForce;
class CombatZone
{
public:
- static const char* TYPENAME() { return "CombatZone"; }
+ static const char* TYPENAME() { return "CombatZone"; }
- CombatZone();
- ~CombatZone();
+ CombatZone();
+ ~CombatZone();
- int operator == (const CombatZone& g) const { return this == &g; }
+ 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; }
+ 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);
+ ZoneForce* FindForce(int iff);
+ ZoneForce* MakeForce(int iff);
- void Clear();
+ void Clear();
- static List<CombatZone>&
- Load(const char* filename);
+ static List<CombatZone>&
+ Load(const char* filename);
private:
- // attributes:
- Text name;
- Text system;
- List<Text> regions;
- List<ZoneForce> forces;
+ // attributes:
+ Text name;
+ Text system;
+ List<Text> regions;
+ List<ZoneForce> forces;
};
// +--------------------------------------------------------------------+
@@ -73,28 +73,28 @@ private:
class ZoneForce
{
public:
- ZoneForce(int i);
+ ZoneForce(int i);
- int GetIFF() { return iff; }
- List<CombatGroup>& GetGroups() { return groups; }
- List<CombatGroup>& GetTargetList() { return target_list; }
- List<CombatGroup>& GetDefendList() { return defend_list; }
+ 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);
+ 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);
+ 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];
+ // attributes:
+ int iff;
+ List<CombatGroup> groups;
+ List<CombatGroup> defend_list;
+ List<CombatGroup> target_list;
+ int need[8];
};
// +--------------------------------------------------------------------+