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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
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