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_unit_8h_source.html | 251 --------------------------- 1 file changed, 251 deletions(-) delete mode 100644 Doc/doxygen/html/_combat_unit_8h_source.html (limited to 'Doc/doxygen/html/_combat_unit_8h_source.html') diff --git a/Doc/doxygen/html/_combat_unit_8h_source.html b/Doc/doxygen/html/_combat_unit_8h_source.html deleted file mode 100644 index dade1bf..0000000 --- a/Doc/doxygen/html/_combat_unit_8h_source.html +++ /dev/null @@ -1,251 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/CombatUnit.h Source File - - - - - - - - - - - - - -
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Open source Starshatter engine
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CombatUnit.h
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1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: CombatUnit.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  A ship, station, or ground unit in the dynamic campaign.
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13 */
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14 
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15 #ifndef CombatUnit_h
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16 #define CombatUnit_h
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17 
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18 #include "Types.h"
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19 #include "Geometry.h"
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20 #include "Color.h"
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21 #include "Text.h"
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22 #include "List.h"
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23 
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24 // +--------------------------------------------------------------------+
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25 
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26 class CombatGroup;
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27 class ShipDesign;
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28 
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29 // +--------------------------------------------------------------------+
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30 
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32 {
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33 public:
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34  static const char* TYPENAME() { return "CombatUnit"; }
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35 
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36  CombatUnit(const char* n, const char* reg, int t, const char* dname, int number, int i);
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37  CombatUnit(const CombatUnit& unit);
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38 
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39  int operator == (const CombatUnit& u) const { return this == &u; }
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40 
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41  const char* GetDescription() const;
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42 
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43  int GetValue() const;
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44  int GetSingleValue() const;
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45  bool CanDefend(CombatUnit* unit) const;
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46  bool CanAssign() const;
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47  bool CanLaunch() const;
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48  double PowerVersus(CombatUnit* tgt) const;
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49  int AssignMission();
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50  void CompleteMission();
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51 
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52  double MaxRange() const;
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53  double MaxEffectiveRange() const;
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54  double OptimumRange() const;
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55 
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56  void Engage(CombatUnit* tgt);
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57  void Disengage();
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58 
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59  // accessors and mutators:
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60  const Text& Name() const { return name; }
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61  const Text& Registry() const { return regnum; }
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62  const Text& DesignName() const { return design_name; }
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63  const Text& Skin() const { return skin; }
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64  void SetSkin(const char* s) { skin = s; }
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65  int Type() const { return type; }
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66  int Count() const { return count; }
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67  int LiveCount() const { return count - dead_count; }
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68  int DeadCount() const { return dead_count; }
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69  void SetDeadCount(int n) { dead_count = n; }
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70  int Kill(int n);
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71  int Available() const { return available; }
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72  int GetIFF() const { return iff; }
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73  bool IsLeader() const { return leader; }
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74  void SetLeader(bool l) { leader = l; }
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75  Point Location() const { return location; }
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76  void MoveTo(const Point& loc);
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77  Text GetRegion() const { return region; }
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78  void SetRegion(Text rgn) { region = rgn; }
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79  CombatGroup* GetCombatGroup() const { return group; }
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80  void SetCombatGroup(CombatGroup* g){ group = g; }
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81 
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82  Color MarkerColor() const;
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83  bool IsGroundUnit() const;
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84  bool IsStarship() const;
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85  bool IsDropship() const;
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86  bool IsStatic() const;
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87 
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88  CombatUnit* GetCarrier() const { return carrier; }
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89  void SetCarrier(CombatUnit* c) { carrier = c; }
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90 
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91  const ShipDesign* GetDesign();
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92  int GetShipClass() const;
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93 
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94  List<CombatUnit>& GetAttackers() { return attackers; }
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95 
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96  double GetPlanValue() const { return plan_value; }
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97  void SetPlanValue(int v) { plan_value = v; }
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98 
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99  double GetSustainedDamage() const { return sustained_damage; }
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100  void SetSustainedDamage(double d) { sustained_damage = d; }
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101 
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102  double GetHeading() const { return heading; }
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103  void SetHeading(double d) { heading = d; }
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104 
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105  double GetNextJumpTime() const { return jump_time; }
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106 
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107 private:
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108  Text name;
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109  Text regnum;
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110  Text design_name;
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111  Text skin;
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112  int type;
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113  const ShipDesign* design;
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114  int count;
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115  int dead_count;
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116  int available;
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117  int iff;
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118  bool leader;
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119  Text region;
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120  Point location;
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121  double plan_value; // scratch pad for plan modules
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122  double launch_time;
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123  double jump_time;
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124  double sustained_damage;
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125  double heading;
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126 
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127  CombatUnit* carrier;
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128  List<CombatUnit> attackers;
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129  CombatUnit* target;
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130  CombatGroup* group;
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131 };
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132 
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133 #endif CombatUnit_h
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134 
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