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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