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/_instruction_8cpp_source.html | 686 ------------------------- 1 file changed, 686 deletions(-) delete mode 100644 Doc/doxygen/html/_instruction_8cpp_source.html (limited to 'Doc/doxygen/html/_instruction_8cpp_source.html') diff --git a/Doc/doxygen/html/_instruction_8cpp_source.html b/Doc/doxygen/html/_instruction_8cpp_source.html deleted file mode 100644 index 8eeb0a8..0000000 --- a/Doc/doxygen/html/_instruction_8cpp_source.html +++ /dev/null @@ -1,686 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Instruction.cpp Source File - - - - - - - - - - - - - -
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Starshatter_Open -
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Open source Starshatter engine
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Instruction.cpp
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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.
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4 
-
5  SUBSYSTEM: Stars.exe
-
6  FILE: Instruction.cpp
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7  AUTHOR: John DiCamillo
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8 
-
9 
-
10  OVERVIEW
-
11  ========
-
12  Navigation Point class implementation
-
13 */
-
14 
-
15 #include "MemDebug.h"
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16 #include "Instruction.h"
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17 #include "Element.h"
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18 #include "RadioMessage.h"
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19 #include "Ship.h"
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20 #include "Sim.h"
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21 
-
22 #include "Game.h"
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23 #include "Text.h"
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24 
-
25 // +----------------------------------------------------------------------+
-
26 
-
27 Instruction::Instruction(int act, const char* tgt)
-
28 : region(0), action(act), formation(0), tgt_name(tgt),
-
29 status(PENDING), speed(0), target(0), emcon(0), wep_free(0),
-
30 priority(PRIMARY), farcast(0), hold_time(0)
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31 { }
-
32 
-
33 Instruction::Instruction(const char* rgn, Point loc, int act)
-
34 : region(0), action(act), formation(0),
-
35 status(PENDING), speed(0), target(0), emcon(0), wep_free(0),
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36 priority(PRIMARY), farcast(0), hold_time(0)
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37 {
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38  rgn_name = rgn;
-
39  rloc.SetBaseLocation(loc);
-
40  rloc.SetDistance(0);
-
41 }
-
42 
- -
44 : region(rgn), action(act), formation(0),
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45 status(PENDING), speed(0), target(0), emcon(0), wep_free(0),
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46 priority(PRIMARY), farcast(0), hold_time(0)
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47 {
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48  rgn_name = region->Name();
-
49  rloc.SetBaseLocation(loc);
-
50  rloc.SetDistance(0);
-
51 }
-
52 
- -
54 : region(instr.region), rgn_name(instr.rgn_name),
-
55 rloc(instr.rloc), action(instr.action),
-
56 formation(instr.formation), status(instr.status), speed(instr.speed),
-
57 target(0), tgt_name(instr.tgt_name), tgt_desc(instr.tgt_desc),
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58 emcon(instr.emcon), wep_free(instr.wep_free),
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59 priority(instr.priority), farcast(instr.farcast),
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60 hold_time(instr.hold_time)
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61 {
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62  SetTarget(instr.target);
-
63 }
-
64 
- -
66 { }
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67 
-
68 // +--------------------------------------------------------------------+
-
69 
- - -
72 {
-
73  rgn_name = n.rgn_name;
-
74  region = n.region;
-
75  rloc = n.rloc;
-
76  action = n.action;
-
77  formation = n.formation;
-
78  status = n.status;
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79  speed = n.speed;
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80 
-
81  tgt_name = n.tgt_name;
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82  tgt_desc = n.tgt_desc;
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83  target = 0;
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84  emcon = n.emcon;
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85  wep_free = n.wep_free;
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86  priority = n.priority;
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87  farcast = n.farcast;
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88  hold_time = n.hold_time;
-
89 
-
90  SetTarget(n.target);
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91  return *this;
-
92 }
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93 
-
94 // +--------------------------------------------------------------------+
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95 
-
96 Point
- -
98 {
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99  Instruction* pThis = (Instruction*) this;
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100  return pThis->rloc.Location();
-
101 }
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102 
-
103 void
- -
105 {
- - -
108  rloc.SetDistance(0);
-
109 }
-
110 
-
111 // +----------------------------------------------------------------------+
-
112 
-
113 SimObject*
- -
115 {
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116  if (!target && tgt_name.length() > 0) {
-
117  Sim* sim = Sim::GetSim();
-
118 
-
119  if (sim) {
-
120  Ship* s = sim->FindShip(tgt_name, rgn_name);
-
121 
-
122  if (s) {
-
123  target = s;
-
124  Observe(target);
-
125  }
-
126  }
-
127  }
-
128 
-
129  return target;
-
130 }
-
131 
-
132 void
- -
134 {
-
135  if (n && *n && tgt_name != n) {
-
136  tgt_name = n;
-
137  tgt_desc = n;
-
138 
-
139  if (target)
-
140  target = 0;
-
141  }
-
142 }
-
143 
-
144 void
- -
146 {
-
147  if (s && target != s) {
-
148  tgt_name = s->Name();
-
149  target = s;
-
150  Observe(target);
-
151  }
-
152 }
-
153 
-
154 void
- -
156 {
-
157  if (d && *d)
-
158  tgt_desc = d;
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159 }
-
160 
-
161 void
- -
163 {
-
164  if (target) {
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165  target = 0;
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166  tgt_name = "";
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167  tgt_desc = "";
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168  }
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169 }
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170 
-
171 // +----------------------------------------------------------------------+
-
172 
-
173 bool
- -
175 {
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176  if (target == obj)
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177  target = 0;
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178 
-
179  return SimObserver::Update(obj);
-
180 }
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181 
-
182 const char*
- -
184 {
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185  return "Instruction";
-
186 }
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187 
-
188 // +----------------------------------------------------------------------+
-
189 
-
190 void
- -
192 {
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193  Sim* sim = Sim::GetSim();
-
194 
-
195  switch (action) {
-
196  case VECTOR:
-
197  break;
-
198 
-
199  case LAUNCH:
-
200  if (ship->GetFlightPhase() == Ship::ACTIVE)
- -
202  break;
-
203 
-
204  case DOCK:
-
205  case RTB:
-
206  if (sim->GetPlayerShip() == ship &&
-
207  (ship->GetFlightPhase() == Ship::DOCKING ||
-
208  ship->GetFlightPhase() == Ship::DOCKED))
- -
210  else if (ship->Integrity() < 1)
-
211  SetStatus(FAILED);
-
212  break;
-
213 
-
214  case DEFEND:
-
215  case ESCORT:
-
216  {
-
217  bool found = false;
-
218  bool safe = true;
-
219 
-
220  ListIter<Element> iter = sim->GetElements();
-
221  while (++iter && !found) {
-
222  Element* e = iter.value();
-
223 
-
224  if (e->IsFinished() || e->IsSquadron())
-
225  continue;
-
226 
-
227  if (e->Name() == tgt_name ||
-
228  (e->GetCommander() && e->GetCommander()->Name() == tgt_name)) {
-
229 
-
230  found = true;
-
231 
-
232  for (int i = 0; i < e->NumShips(); i++) {
-
233  Ship* s = e->GetShip(i+1);
-
234 
-
235  if (s && s->Integrity() < 1)
-
236  SetStatus(FAILED);
-
237  }
-
238 
-
239  if (status == PENDING) {
-
240  // if the element had a flight plan, and all nav points
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241  // have been addressed, then the element is safe
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242  if (e->FlightPlanLength() > 0) {
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243  if (e->GetNextNavPoint() == 0)
- -
245  else
-
246  safe = false;
-
247  }
-
248  }
-
249  }
-
250  }
-
251 
-
252  if (status == PENDING && safe &&
-
253  sim->GetPlayerShip() == ship &&
-
254  (ship->GetFlightPhase() == Ship::DOCKING ||
-
255  ship->GetFlightPhase() == Ship::DOCKED)) {
- -
257  }
-
258  }
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259  break;
-
260 
-
261  case PATROL:
-
262  case SWEEP:
-
263  {
-
264  Sim* sim = Sim::GetSim();
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265  bool alive = false;
-
266 
-
267  ListIter<Element> iter = sim->GetElements();
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268  while (++iter) {
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269  Element* e = iter.value();
-
270 
-
271  if (e->IsFinished() || e->IsSquadron())
-
272  continue;
-
273 
-
274  if (e->GetIFF() && e->GetIFF() != ship->GetIFF()) {
-
275  for (int i = 0; i < e->NumShips(); i++) {
-
276  Ship* s = e->GetShip(i+1);
-
277 
-
278  if (s && s->Integrity() >= 1)
-
279  alive = true;
-
280  }
-
281  }
-
282  }
-
283 
-
284  if (status == PENDING && !alive) {
- -
286  }
-
287  }
-
288  break;
-
289 
-
290  case INTERCEPT:
-
291  case STRIKE:
-
292  case ASSAULT:
-
293  {
-
294  Sim* sim = Sim::GetSim();
-
295  bool alive = false;
-
296 
-
297  ListIter<Element> iter = sim->GetElements();
-
298  while (++iter) {
-
299  Element* e = iter.value();
-
300 
-
301  if (e->IsFinished() || e->IsSquadron())
-
302  continue;
-
303 
-
304  if (e->Name() == tgt_name) {
-
305  for (int i = 0; i < e->NumShips(); i++) {
-
306  Ship* s = e->GetShip(i+1);
-
307 
-
308  if (s && s->Integrity() >= 1)
-
309  alive = true;
-
310  }
-
311  }
-
312  }
-
313 
-
314  if (status == PENDING && !alive) {
- -
316  }
-
317  }
-
318  break;
-
319 
-
320  case RECON:
-
321  break;
-
322 
-
323  default:
-
324  break;
-
325  }
-
326 }
-
327 
-
328 void
- -
330 {
-
331  status = s;
-
332 }
-
333 
-
334 // +----------------------------------------------------------------------+
-
335 
-
336 const char*
- -
338 {
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339  static char desc[256];
-
340 
-
341  switch (action) {
-
342  case VECTOR:
-
343  if (farcast)
-
344  sprintf_s(desc, Game::GetText("instr.short.farcast").data(), rgn_name.data());
-
345  else
-
346  sprintf_s(desc, Game::GetText("instr.short.vector").data(), rgn_name.data());
-
347  break;
-
348 
-
349  case LAUNCH:
-
350  sprintf_s(desc, Game::GetText("instr.short.launch").data(), tgt_name.data());
-
351  break;
-
352 
-
353  case DOCK:
-
354  sprintf_s(desc, Game::GetText("instr.short.dock").data(), tgt_name.data());
-
355  break;
-
356 
-
357  case RTB:
-
358  sprintf_s(desc, Game::GetText("instr.short.return-to-base").data());
-
359  break;
-
360 
-
361  case DEFEND:
-
362  if (priority == PRIMARY) {
-
363  sprintf_s(desc, Game::GetText("instr.short.defend").data(), ActionName(action), tgt_desc.data());
-
364  }
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365  else {
-
366  sprintf_s(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data());
-
367  }
-
368  break;
-
369 
-
370  case ESCORT:
-
371  if (priority == PRIMARY) {
-
372  sprintf_s(desc, Game::GetText("instr.short.escort").data(), ActionName(action), tgt_desc.data());
-
373  }
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374  else {
-
375  sprintf_s(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data());
-
376  }
-
377  break;
-
378 
-
379  case PATROL:
-
380  sprintf_s(desc, Game::GetText("instr.short.patrol").data(),
-
381  tgt_desc.data(),
-
382  rgn_name.data());
-
383  break;
-
384 
-
385  case SWEEP:
-
386  sprintf_s(desc, Game::GetText("instr.short.sweep").data(),
-
387  tgt_desc.data(),
-
388  rgn_name.data());
-
389  break;
-
390 
-
391  case INTERCEPT:
-
392  sprintf_s(desc, Game::GetText("instr.short.intercept").data(), tgt_desc.data());
-
393  break;
-
394 
-
395  case STRIKE:
-
396  sprintf_s(desc, Game::GetText("instr.short.strike").data(), tgt_desc.data());
-
397  break;
-
398 
-
399  case ASSAULT:
-
400  sprintf_s(desc, Game::GetText("instr.short.assault").data(), tgt_desc.data());
-
401  break;
-
402 
-
403  case RECON:
-
404  sprintf_s(desc, Game::GetText("instr.short.recon").data(), tgt_desc.data());
-
405  break;
-
406 
-
407  default:
-
408  sprintf_s(desc, "%s", ActionName(action));
-
409  break;
-
410  }
-
411 
-
412  if (status != PENDING) {
-
413  strcat_s(desc, " - ");
-
414  strcat_s(desc, Game::GetText(StatusName(status)));
-
415  }
-
416 
-
417  return desc;
-
418 }
-
419 
-
420 // +----------------------------------------------------------------------+
-
421 
-
422 const char*
- -
424 {
-
425  static char desc[1024];
-
426 
-
427  switch (action) {
-
428  case VECTOR:
-
429  if (farcast)
-
430  sprintf_s(desc, Game::GetText("instr.long.farcast").data(), rgn_name.data());
-
431  else
-
432  sprintf_s(desc, Game::GetText("instr.long.vector").data(), rgn_name.data());
-
433  break;
-
434 
-
435  case LAUNCH:
-
436  sprintf_s(desc, Game::GetText("instr.long.launch").data(), tgt_name.data());
-
437  break;
-
438 
-
439  case DOCK:
-
440  sprintf_s(desc, Game::GetText("instr.long.dock").data(), tgt_name.data());
-
441  break;
-
442 
-
443  case RTB:
-
444  sprintf_s(desc, Game::GetText("instr.long.return-to-base").data());
-
445  break;
-
446 
-
447  case DEFEND:
-
448  if (priority == PRIMARY) {
-
449  sprintf_s(desc, Game::GetText("instr.long.defend").data(), ActionName(action), tgt_desc.data());
-
450  }
-
451  else {
-
452  sprintf_s(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data());
-
453  }
-
454  break;
-
455 
-
456  case ESCORT:
-
457  if (priority == PRIMARY) {
-
458  sprintf_s(desc, Game::GetText("instr.long.escort").data(), ActionName(action), tgt_desc.data());
-
459  }
-
460  else {
-
461  sprintf_s(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data());
-
462  }
-
463  break;
-
464 
-
465  case PATROL:
-
466  sprintf_s(desc, Game::GetText("instr.long.patrol").data(),
-
467  tgt_desc.data(),
-
468  rgn_name.data());
-
469  break;
-
470 
-
471  case SWEEP:
-
472  sprintf_s(desc, Game::GetText("instr.long.sweep").data(),
-
473  tgt_desc.data(),
-
474  rgn_name.data());
-
475  break;
-
476 
-
477  case INTERCEPT:
-
478  sprintf_s(desc, Game::GetText("instr.long.intercept").data(), tgt_desc.data());
-
479  break;
-
480 
-
481  case STRIKE:
-
482  sprintf_s(desc, Game::GetText("instr.long.strike").data(), tgt_desc.data());
-
483  break;
-
484 
-
485  case ASSAULT:
-
486  sprintf_s(desc, Game::GetText("instr.long.assault").data(), tgt_desc.data());
-
487  break;
-
488 
-
489  case RECON:
-
490  sprintf_s(desc, Game::GetText("instr.long.recon").data(), tgt_desc.data());
-
491  break;
-
492 
-
493  default:
-
494  sprintf_s(desc, "%s", ActionName(action));
-
495  break;
-
496  }
-
497 
-
498  if (status != PENDING) {
-
499  strcat_s(desc, " - ");
-
500  strcat_s(desc, Game::GetText(StatusName(status)));
-
501  }
-
502 
-
503  return desc;
-
504 }
-
505 
-
506 // +----------------------------------------------------------------------+
-
507 
-
508 const char*
- -
510 {
-
511  switch (a) {
-
512  case VECTOR: return "Vector";
-
513  case LAUNCH: return "Launch";
-
514  case DOCK: return "Dock";
-
515  case RTB: return "RTB";
-
516 
-
517  case DEFEND: return "Defend";
-
518  case ESCORT: return "Escort";
-
519  case PATROL: return "Patrol";
-
520  case SWEEP: return "Sweep";
-
521  case INTERCEPT: return "Intercept";
-
522  case STRIKE: return "Strike";
-
523  case ASSAULT: return "Assault";
-
524  case RECON: return "Recon";
-
525 
-
526  default: return "Unknown";
-
527  }
-
528 }
-
529 
-
530 const char*
- -
532 {
-
533  switch (s) {
-
534  case PENDING: return "Pending";
-
535  case ACTIVE: return "Active";
-
536  case SKIPPED: return "Skipped";
-
537  case ABORTED: return "Aborted";
-
538  case FAILED: return "Failed";
-
539  case COMPLETE: return "Complete";
-
540 
-
541  default: return "Unknown";
-
542  }
-
543 }
-
544 
-
545 const char*
- -
547 {
-
548  switch (f) {
-
549  case DIAMOND: return "Diamond";
-
550  case SPREAD: return "Spread";
-
551  case BOX: return "Box";
-
552  case TRAIL: return "Trail";
-
553 
-
554  default: return "Unknown";
-
555  }
-
556 }
-
557 
-
558 const char*
- -
560 {
-
561  switch (p) {
-
562  case PRIMARY: return "Primary";
-
563  case SECONDARY: return "Secondary";
-
564  case BONUS: return "Bonus";
-
565 
-
566  default: return "Unknown";
-
567  }
-
568 }
-
569 
-
-
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