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+/* 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
+