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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
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