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/_element_8h_source.html | 289 ------------------------------- 1 file changed, 289 deletions(-) delete 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 deleted file mode 100644 index 00d6ab8..0000000 --- a/Doc/doxygen/html/_element_8h_source.html +++ /dev/null @@ -1,289 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Element.h Source File - - - - - - - - - - - - - -
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Open source Starshatter engine
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Element.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: Element.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  Package Element (e.g. Flight) class
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13 */
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14 
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15 #ifndef Element_h
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16 #define Element_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 "SimObject.h"
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21 #include "List.h"
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22 #include "Text.h"
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23 
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24 // +--------------------------------------------------------------------+
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25 
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26 class Ship;
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27 class Instruction;
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28 class RadioMessage;
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29 
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30 class CombatGroup;
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31 class CombatUnit;
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32 
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33 // +--------------------------------------------------------------------+
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34 
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35 class Element : public SimObserver
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36 {
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37 public:
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38  // CONSTRUCTORS:
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39  Element(const char* call_sign, int iff, int type=0 /*PATROL*/);
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40  virtual ~Element();
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41 
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42  int operator == (const Element& e) const { return id == e.id; }
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43 
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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 
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57  // ELEMENT COMPONENTS:
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58  int NumShips() const { return ships.size(); }
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59  int AddShip(Ship*, int index=-1);
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60  void DelShip(Ship*);
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61  Ship* GetShip(int index);
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62  int GetShipClass();
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63  int FindIndex(const Ship* s);
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64  bool Contains(const Ship* s);
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65  bool IsActive() const;
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66  bool IsFinished() const;
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67  bool IsNetObserver() const;
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68  bool IsSquadron() const;
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69  bool IsStatic() const;
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70  bool IsHostileTo(const Ship* s) const;
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71  bool IsHostileTo(int iff_code) const;
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72  bool IsObjectiveTargetOf(const Ship* s) const;
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73  bool IsRogue() const { return rogue; }
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74  bool IsPlayable() const { return playable; }
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75  int* Loadout() { return load; }
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76 
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77  void SetRogue(bool r) { rogue = r; }
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78  void SetPlayable(bool p) { playable = p; }
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79  void SetLoadout(int* l);
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80  virtual void SetIFF(int iff);
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81 
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82  virtual void ExecFrame(double seconds);
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83  virtual bool Update(SimObject* obj);
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84  virtual const char* GetObserverName() const;
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85 
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86  // OBJECTIVES:
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87  void ClearObjectives();
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88  void AddObjective(Instruction* obj);
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89  Instruction* GetObjective(int index);
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91  int NumObjectives() const { return objectives.size(); }
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92 
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93  void ClearInstructions();
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94  void AddInstruction(const char* instr);
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95  Text GetInstruction(int index);
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96  int NumInstructions() const { return instructions.size(); }
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97 
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98  // ORDERS AND NAVIGATION:
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99  double GetHoldTime();
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100  void SetHoldTime(double t);
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101  bool GetZoneLock();
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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);
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107  int GetNavIndex(const Instruction* n);
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109  int FlightPlanLength();
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110  virtual void HandleRadioMessage(RadioMessage* msg);
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111 
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112  // CHAIN OF COMMAND:
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113  Element* GetCommander() const { return commander; }
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114  void SetCommander(Element* e) { commander = e; }
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115  Element* GetAssignment() const { return assignment; }
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116  void SetAssignment(Element* e) { assignment = e; }
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117  void ResumeAssignment();
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118  bool CanCommand(Element* e);
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119  Ship* GetCarrier() const { return carrier; }
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120  void SetCarrier(Ship* c) { carrier = c; }
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121  int GetCommandAILevel() const { return command_ai; }
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122  void SetCommandAILevel(int n) { command_ai = n; }
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123  const Text& GetSquadron() const { return squadron; }
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124  void SetSquadron(const char* s) { squadron = s; }
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125 
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126  // DYNAMIC CAMPAIGN:
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131 
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132  // SQUADRON STUFF:
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133  int GetCount() const { return count; }
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134  void SetCount(int n) { count = n; }
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135 
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136 protected:
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137  int id;
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138  int iff;
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139  int type;
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140  int player;
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142  int respawns;
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143  int intel;
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145 
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146  // squadron elements only:
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147  int count;
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148 
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154 
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159 
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162  DWORD launch_time;
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163  double hold_time;
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164 
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165  bool rogue;
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166  bool playable;
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167  bool zone_lock;
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168  int load[16];
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169 };
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170 
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171 #endif Element_h
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172 
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