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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