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/_combat_action_8h_source.html | 322 ------------------------- 1 file changed, 322 deletions(-) delete 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 deleted file mode 100644 index 210e82f..0000000 --- a/Doc/doxygen/html/_combat_action_8h_source.html +++ /dev/null @@ -1,322 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/CombatAction.h Source File - - - - - - - - - - - - - -
-
- - - - - - -
-
Starshatter_Open -
-
Open source Starshatter engine
-
-
- - - - - -
-
- -
-
-
- -
- - - - -
- -
- -
-
-
CombatAction.h
-
-
-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
-
6  FILE: CombatAction.h
-
7  AUTHOR: John DiCamillo
-
8 
-
9 
-
10  OVERVIEW
-
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"
-
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
-
37  {
- - - - - - - - - -
47  };
-
48 
-
49  enum STATUS
-
50  {
- - - - - -
56  };
-
57 
-
58  CombatAction(int id, int type, int subtype, int team);
-
59  ~CombatAction();
-
60 
-
61  int operator == (const CombatAction& a) const { return id == a.id; }
-
62 
-
63  bool IsAvailable() const;
-
64  void FireAction();
-
65  void FailAction();
-
66  void AddRequirement(int action, int stat, bool not = false);
-
67  void AddRequirement(Combatant* c1, Combatant* c2, int comp, int score);
-
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);
-
70  static int StatusFromName(const char* n);
-
71 
-
72  // accessors/mutators:
-
73  int Identity() const { return id; }
-
74  int Type() const { return type; }
-
75  int Subtype() const { return subtype; }
-
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; }
-
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; }
-
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; }
-
104  void SetSubtype(int s) { subtype = (char) s; }
-
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; }
-
109  void SetLocation(const Point& p) { loc = p; }
-
110  void SetSystem(Text sys) { system = sys; }
-
111  void SetRegion(Text rgn) { region = rgn; }
-
112  void SetFilename(Text f) { text_file = f; }
-
113  void SetImageFile(Text f) { image_file = f; }
-
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;
-
134  char subtype;
-
135  char opp_type;
-
136  char team;
-
137  char status;
-
138  char min_rank;
-
139  char max_rank;
-
140  int source;
-
141  Point loc;
-
142  Text system;
-
143  Text region;
-
144  Text text_file;
-
145  Text image_file;
-
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