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/_element_8h_source.html | 289 +++++++++++++++++++++++++++++++ 1 file changed, 289 insertions(+) create mode 100644 Doc/doxygen/html/_element_8h_source.html (limited to 'Doc/doxygen/html/_element_8h_source.html') diff --git a/Doc/doxygen/html/_element_8h_source.html b/Doc/doxygen/html/_element_8h_source.html new file mode 100644 index 0000000..77cfba4 --- /dev/null +++ b/Doc/doxygen/html/_element_8h_source.html @@ -0,0 +1,289 @@ + + + + + +Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Element.h Source File + + + + + + + + + + + + + +
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Starshatter_Open +
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Open source Starshatter engine
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Element.h
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+Go to the documentation of this file.
1 /* Project Starshatter 4.5
+
2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
+
4 
+
5  SUBSYSTEM: Stars.exe
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6  FILE: Element.h
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7  AUTHOR: John DiCamillo
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8 
+
9 
+
10  OVERVIEW
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11  ========
+
12  Package Element (e.g. Flight) class
+
13 */
+
14 
+
15 #ifndef Element_h
+
16 #define Element_h
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17 
+
18 #include "Types.h"
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19 #include "Geometry.h"
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20 #include "SimObject.h"
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21 #include "List.h"
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22 #include "Text.h"
+
23 
+
24 // +--------------------------------------------------------------------+
+
25 
+
26 class Ship;
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27 class Instruction;
+
28 class RadioMessage;
+
29 
+
30 class CombatGroup;
+
31 class CombatUnit;
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32 
+
33 // +--------------------------------------------------------------------+
+
34 
+
35 class Element : public SimObserver
+
36 {
+
37 public:
+
38  // CONSTRUCTORS:
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39  Element(const char* call_sign, int iff, int type=0 /*PATROL*/);
+
40  virtual ~Element();
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41 
+
42  int operator == (const Element& e) const { return id == e.id; }
+
43 
+
44  // GENERAL ACCESSORS:
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45  int Identity() const { return id; }
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46  int Type() const { return type; }
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47  const Text& Name() const { return name; }
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48  void SetName(const char* s) { name = s; }
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49  virtual int GetIFF() const { return iff; }
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50  int Player() const { return player; }
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51  void SetPlayer(int p) { player = p; }
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52  DWORD GetLaunchTime() const { return launch_time; }
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53  void SetLaunchTime(DWORD t);
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54  int IntelLevel() const { return intel; }
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55  void SetIntelLevel(int i) { intel = i; }
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56 
+
57  // ELEMENT COMPONENTS:
+
58  int NumShips() const { return ships.size(); }
+
59  int AddShip(Ship*, int index=-1);
+
60  void DelShip(Ship*);
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61  Ship* GetShip(int index);
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62  int GetShipClass();
+
63  int FindIndex(const Ship* s);
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64  bool Contains(const Ship* s);
+
65  bool IsActive() const;
+
66  bool IsFinished() const;
+
67  bool IsNetObserver() const;
+
68  bool IsSquadron() const;
+
69  bool IsStatic() const;
+
70  bool IsHostileTo(const Ship* s) const;
+
71  bool IsHostileTo(int iff_code) const;
+
72  bool IsObjectiveTargetOf(const Ship* s) const;
+
73  bool IsRogue() const { return rogue; }
+
74  bool IsPlayable() const { return playable; }
+
75  int* Loadout() { return load; }
+
76 
+
77  void SetRogue(bool r) { rogue = r; }
+
78  void SetPlayable(bool p) { playable = p; }
+
79  void SetLoadout(int* l);
+
80  virtual void SetIFF(int iff);
+
81 
+
82  virtual void ExecFrame(double seconds);
+
83  virtual bool Update(SimObject* obj);
+
84  virtual const char* GetObserverName() const;
+
85 
+
86  // OBJECTIVES:
+
87  void ClearObjectives();
+
88  void AddObjective(Instruction* obj);
+
89  Instruction* GetObjective(int index);
+ +
91  int NumObjectives() const { return objectives.size(); }
+
92 
+
93  void ClearInstructions();
+
94  void AddInstruction(const char* instr);
+
95  Text GetInstruction(int index);
+
96  int NumInstructions() const { return instructions.size(); }
+
97 
+
98  // ORDERS AND NAVIGATION:
+
99  double GetHoldTime();
+
100  void SetHoldTime(double t);
+
101  bool GetZoneLock();
+
102  void SetZoneLock(bool z);
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103  void AddNavPoint(Instruction* pt, Instruction* afterPoint=0, bool send=true);
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104  void DelNavPoint(Instruction* pt, bool send=true);
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105  void ClearFlightPlan(bool send=true);
+ +
107  int GetNavIndex(const Instruction* n);
+ +
109  int FlightPlanLength();
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110  virtual void HandleRadioMessage(RadioMessage* msg);
+
111 
+
112  // CHAIN OF COMMAND:
+
113  Element* GetCommander() const { return commander; }
+
114  void SetCommander(Element* e) { commander = e; }
+
115  Element* GetAssignment() const { return assignment; }
+
116  void SetAssignment(Element* e) { assignment = e; }
+
117  void ResumeAssignment();
+
118  bool CanCommand(Element* e);
+
119  Ship* GetCarrier() const { return carrier; }
+
120  void SetCarrier(Ship* c) { carrier = c; }
+
121  int GetCommandAILevel() const { return command_ai; }
+
122  void SetCommandAILevel(int n) { command_ai = n; }
+
123  const Text& GetSquadron() const { return squadron; }
+
124  void SetSquadron(const char* s) { squadron = s; }
+
125 
+
126  // DYNAMIC CAMPAIGN:
+ + + + +
131 
+
132  // SQUADRON STUFF:
+
133  int GetCount() const { return count; }
+
134  void SetCount(int n) { count = n; }
+
135 
+
136 protected:
+
137  int id;
+
138  int iff;
+
139  int type;
+
140  int player;
+ +
142  int respawns;
+
143  int intel;
+ +
145 
+
146  // squadron elements only:
+
147  int count;
+
148 
+ + + + + +
154 
+ + + + +
159 
+ + +
162  DWORD launch_time;
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163  double hold_time;
+
164 
+
165  bool rogue;
+
166  bool playable;
+
167  bool zone_lock;
+
168  int load[16];
+
169 };
+
170 
+
171 #endif Element_h
+
172 
+
+
+ + + + -- cgit v1.1