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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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