From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/CombatZone.h | 230 ++++++++++++++++++++++++++++----------------------- 1 file changed, 127 insertions(+), 103 deletions(-) (limited to 'Stars45/CombatZone.h') diff --git a/Stars45/CombatZone.h b/Stars45/CombatZone.h index 89aecbf..360a992 100644 --- a/Stars45/CombatZone.h +++ b/Stars45/CombatZone.h @@ -1,103 +1,127 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - 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& GetRegions() { return regions; } - List& GetForces() { return forces; } - - ZoneForce* FindForce(int iff); - ZoneForce* MakeForce(int iff); - - void Clear(); - - static List& - Load(const char* filename); - -private: - // attributes: - Text name; - Text system; - List regions; - List forces; -}; - -// +--------------------------------------------------------------------+ - -class ZoneForce -{ -public: - ZoneForce(int i); - - int GetIFF() { return iff; } - List& GetGroups() { return groups; } - List& GetTargetList() { return target_list; } - List& 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 groups; - List defend_list; - List target_list; - int need[8]; -}; - -// +--------------------------------------------------------------------+ - -#endif CombatZone_h - +/* 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& GetRegions() { return regions; } + List& GetForces() { return forces; } + + ZoneForce* FindForce(int iff); + ZoneForce* MakeForce(int iff); + + void Clear(); + + static List& + Load(const char* filename); + +private: + // attributes: + Text name; + Text system; + List regions; + List forces; +}; + +// +--------------------------------------------------------------------+ + +class ZoneForce +{ +public: + ZoneForce(int i); + + int GetIFF() { return iff; } + List& GetGroups() { return groups; } + List& GetTargetList() { return target_list; } + List& 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 groups; + List defend_list; + List target_list; + int need[8]; +}; + +// +--------------------------------------------------------------------+ + +#endif CombatZone_h + -- cgit v1.1