From 8898ad9b25fca6afe2374d293a981db02a83d7e9 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 31 May 2012 14:46:27 +0000 Subject: Committing the documentation to svn to have it accessible online --- Doc/doxygen/html/_campaign_8h_source.html | 399 ++++++++++++++++++++++++++++++ 1 file changed, 399 insertions(+) create mode 100644 Doc/doxygen/html/_campaign_8h_source.html (limited to 'Doc/doxygen/html/_campaign_8h_source.html') diff --git a/Doc/doxygen/html/_campaign_8h_source.html b/Doc/doxygen/html/_campaign_8h_source.html new file mode 100644 index 0000000..92b7f57 --- /dev/null +++ b/Doc/doxygen/html/_campaign_8h_source.html @@ -0,0 +1,399 @@ + + + + + +Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Campaign.h Source File + + + + + + + + + + + + + +
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Starshatter_Open +
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Open source Starshatter engine
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Campaign.h
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+Go to the documentation of this file.
1 /* Project Starshatter 4.5
+
2  Destroyer Studios LLC
+
3  Copyright © 1997-2006. All Rights Reserved.
+
4 
+
5  SUBSYSTEM: Stars.exe
+
6  FILE: Campaign.h
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7  AUTHOR: John DiCamillo
+
8 
+
9 
+
10  OVERVIEW
+
11  ========
+
12  Campaign defines a strategic military scenario. This class
+
13  owns (or generates) the Mission list that defines the action
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14  in the campaign.
+
15 */
+
16 
+
17 #ifndef Campaign_h
+
18 #define Campaign_h
+
19 
+
20 #include "Types.h"
+
21 #include "Bitmap.h"
+
22 #include "Geometry.h"
+
23 #include "Text.h"
+
24 #include "Term.h"
+
25 #include "List.h"
+
26 
+
27 // +--------------------------------------------------------------------+
+
28 
+
29 class Campaign;
+
30 class CampaignPlan;
+
31 class Combatant;
+
32 class CombatAction;
+
33 class CombatEvent;
+
34 class CombatGroup;
+
35 class CombatUnit;
+
36 class CombatZone;
+
37 class DataLoader;
+
38 class Mission;
+
39 class MissionTemplate;
+
40 class StarSystem;
+
41 
+
42 // +--------------------------------------------------------------------+
+
43 
+ +
45 {
+
46 public:
+
47  static const char* TYPENAME() { return "MissionInfo"; }
+
48 
+
49  MissionInfo();
+
50  ~MissionInfo();
+
51 
+
52  int operator == (const MissionInfo& m) const { return id == m.id; }
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53  int operator < (const MissionInfo& m) const { return id < m.id; }
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54  int operator <= (const MissionInfo& m) const { return id <= m.id; }
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55 
+
56  bool IsAvailable();
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57 
+
58  int id;
+ + + + + + +
65  int start;
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66  int type;
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67 
+
68  int min_rank;
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69  int max_rank;
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70  int action_id;
+ +
72  int exec_once;
+ + +
75 
+ +
77 };
+
78 
+ +
80 {
+
81 public:
+
82  static const char* TYPENAME() { return "TemplateList"; }
+
83 
+
84  TemplateList();
+
85  ~TemplateList();
+
86 
+ + +
89  int index;
+ +
91 };
+
92 
+
93 // +--------------------------------------------------------------------+
+
94 
+
95 class Campaign
+
96 {
+
97 public:
+
98  static const char* TYPENAME() { return "Campaign"; }
+
99 
+
100  enum CONSTANTS {
+ + + + + + +
107 
+ +
109  };
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110 
+
111  enum STATUS {
+ + + + +
116  };
+
117 
+
118  Campaign(int id, const char* name=0);
+
119  Campaign(int id, const char* name, const char* path);
+
120  virtual ~Campaign();
+
121 
+
122  int operator == (const Campaign& s) const { return name == s.name; }
+
123  int operator < (const Campaign& s) const { return campaign_id < s.campaign_id; }
+
124 
+
125  // operations:
+
126  virtual void Load();
+
127  virtual void Prep();
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128  virtual void Start();
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129  virtual void ExecFrame();
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130  virtual void Unload();
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131 
+
132  virtual void Clear();
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133  virtual void CommitExpiredActions();
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134  virtual void LockoutEvents(int seconds);
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135  virtual void CheckPlayerGroup();
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136  void CreatePlanners();
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137 
+
138  // accessors:
+
139  const char* Name() const { return name; }
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140  const char* Description() const { return description; }
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141  const char* Path() const { return path; }
+
142 
+
143  const char* Situation() const { return situation; }
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144  const char* Orders() const { return orders; }
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145 
+
146  void SetSituation(const char* s) { situation = s; }
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147  void SetOrders(const char* o) { orders = o; }
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148 
+
149  int GetPlayerTeamScore();
+ + + + + + + +
157 
+
158  CombatAction* FindAction(int id);
+
159 
+
160  int CountNewEvents() const;
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161 
+
162  int GetPlayerIFF();
+ +
164  void SetPlayerGroup(CombatGroup* pg);
+ +
166  void SetPlayerUnit(CombatUnit* pu);
+
167 
+
168  Combatant* GetCombatant(const char* name);
+
169  CombatGroup* FindGroup(int iff, int type, int id);
+
170  CombatGroup* FindGroup(int iff, int type, CombatGroup* near_group=0);
+
171  CombatGroup* FindStrikeTarget(int iff, CombatGroup* strike_group);
+
172 
+
173  StarSystem* GetSystem(const char* sys);
+
174  CombatZone* GetZone(const char* rgn);
+ +
176  void DeleteMission(int id);
+
177  Mission* GetMission();
+
178  Mission* GetMission(int id);
+
179  Mission* GetMissionByFile(const char* filename);
+
180  MissionInfo* GetMissionInfo(int id);
+ +
182  void ReloadMission(int id);
+
183  void LoadNetMission(int id, const char* net_mission);
+
184  void StartMission();
+
185  void RollbackMission();
+
186 
+
187  void SetCampaignId(int id);
+
188  int GetCampaignId() const { return campaign_id; }
+
189  void SetMissionId(int id);
+
190  int GetMissionId() const { return mission_id; }
+
191  Bitmap* GetImage(int n) { return &image[n]; }
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192  double GetTime() const { return time; }
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193  double GetStartTime() const { return startTime; }
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194  void SetStartTime(double t) { startTime = t; }
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195  double GetLoadTime() const { return loadTime; }
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196  void SetLoadTime(double t) { loadTime = t; }
+
197  double GetUpdateTime() const { return updateTime; }
+
198  void SetUpdateTime(double t) { updateTime = t; }
+
199 
+
200  bool InCutscene() const;
+
201  bool IsDynamic() const;
+
202  bool IsTraining() const;
+
203  bool IsScripted() const;
+
204  bool IsSequential() const;
+
205  bool IsSaveGame() const { return loaded_from_savegame; }
+
206  void SetSaveGame(bool s) { loaded_from_savegame = s; }
+
207 
+
208  bool IsActive() const { return status == CAMPAIGN_ACTIVE; }
+
209  bool IsComplete() const { return status == CAMPAIGN_SUCCESS; }
+
210  bool IsFailed() const { return status == CAMPAIGN_FAILED; }
+
211  void SetStatus(int s);
+
212  int GetStatus() const { return status; }
+
213 
+
214  int GetAllCombatUnits(int iff, List<CombatUnit>& units);
+
215 
+
216  static void Initialize();
+
217  static void Close();
+
218  static Campaign* GetCampaign();
+
219  static List<Campaign>&
+
220  GetAllCampaigns();
+
221  static int GetLastCampaignId();
+
222  static Campaign* SelectCampaign(const char* name);
+
223  static Campaign* CreateCustomCampaign(const char* name, const char* path);
+
224 
+
225  static double Stardate();
+
226 
+
227 protected:
+
228  void LoadCampaign(DataLoader* loader, bool full=false);
+
229  void LoadTemplateList(DataLoader* loader);
+
230  void LoadMissionList(DataLoader* loader);
+
231  void LoadCustomMissions(DataLoader* loader);
+
232  void ParseGroup(TermStruct* val,
+
233  CombatGroup* force,
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234  CombatGroup* clone,
+
235  const char* filename);
+
236  void ParseAction(TermStruct* val,
+
237  const char* filename);
+ +
239  CombatGroup* clone,
+
240  CombatGroup* group);
+
241  void SelectDefaultPlayerGroup(CombatGroup* g, int type);
+
242  TemplateList* GetTemplateList(int msn_type, int grp_type);
+
243 
+
244  // attributes:
+ +
246  int status;
+
247  char filename[64];
+
248  char path[64];
+ + + + + +
254 
+
255  bool scripted;
+ + +
258 
+ + + + + + + + + + +
269 
+ + + +
273 
+
274  double time;
+
275  double loadTime;
+
276  double startTime;
+
277  double updateTime;
+
278  int lockout;
+
279 };
+
280 
+
281 #endif Campaign_h
+
282 
+
+
+ + + + -- cgit v1.1