From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_campaign_8h_source.html | 399 ------------------------------ 1 file changed, 399 deletions(-) delete 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 deleted file mode 100644 index 2961700..0000000 --- a/Doc/doxygen/html/_campaign_8h_source.html +++ /dev/null @@ -1,399 +0,0 @@ - - - - - -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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1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2006. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: Campaign.h
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Campaign defines a strategic military scenario. This class
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13  owns (or generates) the Mission list that defines the action
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14  in the campaign.
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15 */
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16 
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17 #ifndef Campaign_h
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18 #define Campaign_h
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19 
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20 #include "Types.h"
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21 #include "Bitmap.h"
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22 #include "Geometry.h"
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23 #include "Text.h"
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24 #include "Term.h"
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25 #include "List.h"
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26 
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27 // +--------------------------------------------------------------------+
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28 
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29 class Campaign;
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30 class CampaignPlan;
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31 class Combatant;
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32 class CombatAction;
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33 class CombatEvent;
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34 class CombatGroup;
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35 class CombatUnit;
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36 class CombatZone;
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37 class DataLoader;
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38 class Mission;
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39 class MissionTemplate;
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40 class StarSystem;
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41 
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42 // +--------------------------------------------------------------------+
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43 
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45 {
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46 public:
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47  static const char* TYPENAME() { return "MissionInfo"; }
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48 
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49  MissionInfo();
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50  ~MissionInfo();
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51 
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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 
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56  bool IsAvailable();
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57 
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58  int id;
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65  int start;
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66  int type;
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67 
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68  int min_rank;
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69  int max_rank;
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70  int action_id;
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72  int exec_once;
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75 
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77 };
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78 
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80 {
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81 public:
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82  static const char* TYPENAME() { return "TemplateList"; }
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83 
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84  TemplateList();
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85  ~TemplateList();
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86 
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89  int index;
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91 };
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92 
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93 // +--------------------------------------------------------------------+
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94 
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95 class Campaign
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96 {
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97 public:
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98  static const char* TYPENAME() { return "Campaign"; }
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99 
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100  enum CONSTANTS {
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107 
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109  };
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110 
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111  enum STATUS {
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116  };
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117 
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118  Campaign(int id, const char* name=0);
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119  Campaign(int id, const char* name, const char* path);
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120  virtual ~Campaign();
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121 
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122  int operator == (const Campaign& s) const { return name == s.name; }
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123  int operator < (const Campaign& s) const { return campaign_id < s.campaign_id; }
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124 
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125  // operations:
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126  virtual void Load();
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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 
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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 
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138  // accessors:
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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; }
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142 
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143  const char* Situation() const { return situation; }
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144  const char* Orders() const { return orders; }
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145 
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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 
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149  int GetPlayerTeamScore();
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157 
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158  CombatAction* FindAction(int id);
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159 
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160  int CountNewEvents() const;
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161 
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162  int GetPlayerIFF();
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164  void SetPlayerGroup(CombatGroup* pg);
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166  void SetPlayerUnit(CombatUnit* pu);
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167 
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168  Combatant* GetCombatant(const char* name);
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169  CombatGroup* FindGroup(int iff, int type, int id);
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170  CombatGroup* FindGroup(int iff, int type, CombatGroup* near_group=0);
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171  CombatGroup* FindStrikeTarget(int iff, CombatGroup* strike_group);
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172 
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173  StarSystem* GetSystem(const char* sys);
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174  CombatZone* GetZone(const char* rgn);
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176  void DeleteMission(int id);
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177  Mission* GetMission();
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178  Mission* GetMission(int id);
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179  Mission* GetMissionByFile(const char* filename);
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180  MissionInfo* GetMissionInfo(int id);
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182  void ReloadMission(int id);
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183  void LoadNetMission(int id, const char* net_mission);
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184  void StartMission();
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185  void RollbackMission();
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186 
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187  void SetCampaignId(int id);
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188  int GetCampaignId() const { return campaign_id; }
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189  void SetMissionId(int id);
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190  int GetMissionId() const { return mission_id; }
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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; }
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197  double GetUpdateTime() const { return updateTime; }
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198  void SetUpdateTime(double t) { updateTime = t; }
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199 
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200  bool InCutscene() const;
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201  bool IsDynamic() const;
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202  bool IsTraining() const;
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203  bool IsScripted() const;
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204  bool IsSequential() const;
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205  bool IsSaveGame() const { return loaded_from_savegame; }
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206  void SetSaveGame(bool s) { loaded_from_savegame = s; }
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207 
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208  bool IsActive() const { return status == CAMPAIGN_ACTIVE; }
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209  bool IsComplete() const { return status == CAMPAIGN_SUCCESS; }
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210  bool IsFailed() const { return status == CAMPAIGN_FAILED; }
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211  void SetStatus(int s);
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212  int GetStatus() const { return status; }
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213 
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214  int GetAllCombatUnits(int iff, List<CombatUnit>& units);
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215 
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216  static void Initialize();
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217  static void Close();
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218  static Campaign* GetCampaign();
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219  static List<Campaign>&
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220  GetAllCampaigns();
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221  static int GetLastCampaignId();
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222  static Campaign* SelectCampaign(const char* name);
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223  static Campaign* CreateCustomCampaign(const char* name, const char* path);
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224 
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225  static double Stardate();
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226 
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227 protected:
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228  void LoadCampaign(DataLoader* loader, bool full=false);
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229  void LoadTemplateList(DataLoader* loader);
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230  void LoadMissionList(DataLoader* loader);
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231  void LoadCustomMissions(DataLoader* loader);
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232  void ParseGroup(TermStruct* val,
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233  CombatGroup* force,
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234  CombatGroup* clone,
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235  const char* filename);
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236  void ParseAction(TermStruct* val,
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237  const char* filename);
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239  CombatGroup* clone,
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240  CombatGroup* group);
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241  void SelectDefaultPlayerGroup(CombatGroup* g, int type);
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242  TemplateList* GetTemplateList(int msn_type, int grp_type);
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243 
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244  // attributes:
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246  int status;
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247  char filename[64];
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248  char path[64];
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254 
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255  bool scripted;
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258 
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269 
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273 
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274  double time;
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275  double loadTime;
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276  double startTime;
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277  double updateTime;
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278  int lockout;
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279 };
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280 
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281 #endif Campaign_h
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282 
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