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/*  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<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