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/_combat_action_8h_source.html | 322 +++++++++++++++++++++++++ 1 file changed, 322 insertions(+) create mode 100644 Doc/doxygen/html/_combat_action_8h_source.html (limited to 'Doc/doxygen/html/_combat_action_8h_source.html') diff --git a/Doc/doxygen/html/_combat_action_8h_source.html b/Doc/doxygen/html/_combat_action_8h_source.html new file mode 100644 index 0000000..57bcb7d --- /dev/null +++ b/Doc/doxygen/html/_combat_action_8h_source.html @@ -0,0 +1,322 @@ + + + + + +Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/CombatAction.h Source File + + + + + + + + + + + + + +
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Starshatter_Open +
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Open source Starshatter engine
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CombatAction.h
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+Go to the documentation of this file.
1 /* Project Starshatter 4.5
+
2  Destroyer Studios LLC
+
3  Copyright © 1997-2004. All Rights Reserved.
+
4 
+
5  SUBSYSTEM: Stars.exe
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6  FILE: CombatAction.h
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7  AUTHOR: John DiCamillo
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8 
+
9 
+
10  OVERVIEW
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11  ========
+
12  A planned action (mission/story/strategy) in a dynamic campaign.
+
13 */
+
14 
+
15 #ifndef CombatAction_h
+
16 #define CombatAction_h
+
17 
+
18 #include "Types.h"
+
19 #include "Geometry.h"
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20 #include "Text.h"
+
21 #include "List.h"
+
22 
+
23 // +--------------------------------------------------------------------+
+
24 
+
25 class Combatant;
+
26 class CombatAction;
+
27 class CombatActionReq;
+
28 
+
29 // +--------------------------------------------------------------------+
+
30 
+ +
32 {
+
33 public:
+
34  static const char* TYPENAME() { return "CombatAction"; }
+
35 
+
36  enum TYPE
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37  {
+ + + + + + + + + +
47  };
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48 
+
49  enum STATUS
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50  {
+ + + + + +
56  };
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57 
+
58  CombatAction(int id, int type, int subtype, int team);
+
59  ~CombatAction();
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60 
+
61  int operator == (const CombatAction& a) const { return id == a.id; }
+
62 
+
63  bool IsAvailable() const;
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64  void FireAction();
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65  void FailAction();
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66  void AddRequirement(int action, int stat, bool not = false);
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67  void AddRequirement(Combatant* c1, Combatant* c2, int comp, int score);
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68  void AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel=0);
+
69  static int TypeFromName(const char* n);
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70  static int StatusFromName(const char* n);
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71 
+
72  // accessors/mutators:
+
73  int Identity() const { return id; }
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74  int Type() const { return type; }
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75  int Subtype() const { return subtype; }
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76  int OpposingType() const { return opp_type; }
+
77  int GetIFF() const { return team; }
+
78  int Status() const { return status; }
+
79  int Source() const { return source; }
+
80  Point Location() const { return loc; }
+
81  const char* System() const { return system; }
+
82  const char* Region() const { return region; }
+
83  const char* Filename() const { return text_file; }
+
84  const char* ImageFile() const { return image_file; }
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85  const char* SceneFile() const { return scene_file; }
+
86  int Count() const { return count; }
+
87  int ExecTime() const { return time; }
+
88  int StartBefore() const { return start_before; }
+
89  int StartAfter() const { return start_after; }
+
90  int MinRank() const { return min_rank; }
+
91  int MaxRank() const { return max_rank; }
+
92  int Delay() const { return delay; }
+
93  int Probability() const { return probability; }
+
94  int AssetType() const { return asset_type; }
+
95  int AssetId() const { return asset_id; }
+
96  List<Text>& AssetKills() { return asset_kills; }
+
97  int TargetType() const { return target_type; }
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98  int TargetId() const { return target_id; }
+
99  int TargetIFF() const { return target_iff; }
+
100  List<Text>& TargetKills() { return target_kills; }
+
101  const char* GetText() const { return text; }
+
102 
+
103  void SetType(int t) { type = (char) t; }
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104  void SetSubtype(int s) { subtype = (char) s; }
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105  void SetOpposingType(int t){ opp_type = (char) t; }
+
106  void SetIFF(int t) { team = (char) t; }
+
107  void SetStatus(int s) { status = (char) s; }
+
108  void SetSource(int s) { source = s; }
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109  void SetLocation(const Point& p) { loc = p; }
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110  void SetSystem(Text sys) { system = sys; }
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111  void SetRegion(Text rgn) { region = rgn; }
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112  void SetFilename(Text f) { text_file = f; }
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113  void SetImageFile(Text f) { image_file = f; }
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114  void SetSceneFile(Text f) { scene_file = f; }
+
115  void SetCount(int n) { count = (char) n; }
+
116  void SetExecTime(int t) { time = t; }
+
117  void SetStartBefore(int s) { start_before = s; }
+
118  void SetStartAfter(int s) { start_after = s; }
+
119  void SetMinRank(int n) { min_rank = (char) n; }
+
120  void SetMaxRank(int n) { max_rank = (char) n; }
+
121  void SetDelay(int d) { delay = d; }
+
122  void SetProbability(int n) { probability = n; }
+
123  void SetAssetType(int t) { asset_type = t; }
+
124  void SetAssetId(int n) { asset_id = n; }
+
125  void SetTargetType(int t) { target_type = t; }
+
126  void SetTargetId(int n) { target_id = n; }
+
127  void SetTargetIFF(int n) { target_iff = n; }
+
128  void SetText(Text t) { text = t; }
+
129 
+
130 
+
131 private:
+
132  int id;
+
133  char type;
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134  char subtype;
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135  char opp_type;
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136  char team;
+
137  char status;
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138  char min_rank;
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139  char max_rank;
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140  int source;
+
141  Point loc;
+
142  Text system;
+
143  Text region;
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144  Text text_file;
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145  Text image_file;
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146  Text scene_file;
+
147  char count;
+
148  int start_before;
+
149  int start_after;
+
150  int delay;
+
151  int probability;
+
152  int rval;
+
153  int time;
+
154 
+
155  Text text;
+
156  int asset_type;
+
157  int asset_id;
+
158  List<Text> asset_kills;
+
159  int target_type;
+
160  int target_id;
+
161  int target_iff;
+
162  List<Text> target_kills;
+
163 
+
164  List<CombatActionReq> requirements;
+
165 };
+
166 
+
167 // +--------------------------------------------------------------------+
+
168 
+ +
170 public:
+
171  static const char* TYPENAME() { return "CombatActionReq"; }
+
172 
+ +
174  LT, LE, GT, GE, EQ, // absolute score comparison
+
175  RLT, RLE, RGT, RGE, REQ // delta score comparison
+
176  };
+
177 
+
178  CombatActionReq(int a, int s, bool n = false)
+
179  : action(a), stat(s), not(n), c1(0), c2(0), comp(0), score(0), intel(0) { }
+
180 
+
181  CombatActionReq(Combatant* a1, Combatant* a2, int comparison, int value)
+
182  : action(0), stat(0), not(0), c1(a1), c2(a2), group_type(0), group_id(0),
+
183  comp(comparison), score(value), intel(0) { }
+
184 
+
185  CombatActionReq(Combatant* a1, int gtype, int gid, int comparison, int value, int intel_level=0)
+
186  : action(0), stat(0), not(0), c1(a1), c2(0), group_type(gtype), group_id(gid),
+
187  comp(comparison), score(value), intel(intel_level) { }
+
188 
+
189  static int CompFromName(const char* sym);
+
190 
+
191  int action;
+
192  int stat;
+
193  bool not;
+
194 
+ + +
197  int comp;
+
198  int score;
+
199  int intel;
+ +
201  int group_id;
+
202 };
+
203 
+
204 #endif CombatAction_h
+
205 
+
+
+ + + + -- cgit v1.1