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/_ship_design_8h_source.html | 409 --------------------------- 1 file changed, 409 deletions(-) delete mode 100644 Doc/doxygen/html/_ship_design_8h_source.html (limited to 'Doc/doxygen/html/_ship_design_8h_source.html') diff --git a/Doc/doxygen/html/_ship_design_8h_source.html b/Doc/doxygen/html/_ship_design_8h_source.html deleted file mode 100644 index 32dbd04..0000000 --- a/Doc/doxygen/html/_ship_design_8h_source.html +++ /dev/null @@ -1,409 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/ShipDesign.h Source File - - - - - - - - - - - - - -
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Open source Starshatter engine
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ShipDesign.h
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-Go to the documentation of this file.
1 /* Project Starshatter 4.6
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2  Destroyer Studios LLC
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3  Copyright © 1997-2006. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: ShipDesign.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  Starship Design parameters class
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13 */
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14 
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15 #ifndef ShipDesign_h
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16 #define ShipDesign_h
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17 
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18 #include "Types.h"
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19 #include "Bitmap.h"
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20 #include "Geometry.h"
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21 #include "term.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 ShipDesign;
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27 class Model;
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28 class Skin;
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29 class PowerSource;
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30 class Weapon;
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31 class HardPoint;
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32 class Computer;
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33 class Drive;
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34 class QuantumDrive;
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35 class Farcaster;
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36 class Thruster;
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37 class Sensor;
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38 class NavLight;
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39 class NavSystem;
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40 class Shield;
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41 class FlightDeck;
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42 class LandingGear;
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43 class System;
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44 class Sound;
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45 
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46 // +====================================================================+
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47 
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48 class ShipLoad
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49 {
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50 public:
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51  static const char* TYPENAME() { return "ShipLoad"; }
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52 
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53  ShipLoad();
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54 
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55  char name[64];
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56  int load[16];
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57  double mass;
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58 };
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59 
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61 {
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62 public:
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63  static const char* TYPENAME() { return "ShipSquadron"; }
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64 
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65  ShipSquadron();
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66 
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67  char name[64];
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69  int count;
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70  int avail;
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71 };
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72 
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74 {
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75 public:
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76  static const char* TYPENAME() { return "ShipExplosion"; }
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77 
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78  ShipExplosion() { ZeroMemory(this, sizeof(ShipExplosion)); }
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79 
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80  int type;
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81  float time;
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83  bool final;
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84 };
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85 
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87 {
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88 public:
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89  static const char* TYPENAME() { return "ShipDebris"; }
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90 
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91  ShipDebris() { ZeroMemory(this, sizeof(ShipDebris)); }
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92 
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94  int count;
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95  int life;
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97  float mass;
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98  float speed;
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99  float drag;
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102 };
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103 
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104 // +====================================================================+
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105 // Used to share common information about ships of a single type.
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106 // ShipDesign objects are loaded from a text file and stored in a
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107 // static list (catalog) member for use by the Ship.
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108 
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110 {
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111 public:
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112  static const char* TYPENAME() { return "ShipDesign"; }
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113 
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114  enum CONSTANTS {
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117  };
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118 
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119  ShipDesign();
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120  ShipDesign(const char* name, const char* path, const char* filename, bool secret=false);
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121  ~ShipDesign();
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122 
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123  // public interface:
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124  static void Initialize();
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125  static void Close();
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126  static bool CheckName(const char* name);
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127  static ShipDesign* Get(const char* design_name, const char* design_path=0);
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128  static ShipDesign* FindModDesign(const char* design_name, const char* design_path=0);
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129  static void ClearModCatalog();
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130  static int GetDesignList(int type, List<Text>& designs); // never destroy the design list!
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131 
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132  static int ClassForName(const char* name);
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133  static const char* ClassName(int type);
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134 
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135  static int LoadCatalog(const char* path, const char* file, bool mod=false);
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136  static void LoadSkins(const char* path, const char* archive=0);
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137  static void PreloadCatalog(int index=-1);
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138  static int StandardCatalogSize();
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139 
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140  int operator == (const ShipDesign& s) const { return !strncmp(name, s.name, 31); }
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141 
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142  // Parser:
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143  void ParseShip(TermDef* def);
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144 
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145  void ParsePower(TermStruct* val);
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146  void ParseDrive(TermStruct* val);
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147  void ParseQuantumDrive(TermStruct* val);
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148  void ParseFarcaster(TermStruct* val);
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149  void ParseThruster(TermStruct* val);
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150  void ParseNavlight(TermStruct* val);
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151  void ParseFlightDeck(TermStruct* val);
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152  void ParseLandingGear(TermStruct* val);
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153  void ParseWeapon(TermStruct* val);
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154  void ParseHardPoint(TermStruct* val);
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155  void ParseSensor(TermStruct* val);
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156  void ParseNavsys(TermStruct* val);
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157  void ParseComputer(TermStruct* val);
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158  void ParseShield(TermStruct* val);
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159  void ParseDeathSpiral(TermStruct* val);
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160  void ParseExplosion(TermStruct* val, int index);
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161  void ParseDebris(TermStruct* val, int index);
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162  void ParseLoadout(TermStruct* val);
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163  void ParseMap(TermStruct* val);
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164  void ParseSquadron(TermStruct* val);
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165  Skin* ParseSkin(TermStruct* val);
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166  void ParseSkinMtl(TermStruct* val, Skin* skin);
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167 
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168  // general information:
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169  const char* DisplayName() const;
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170 
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171  char filename[64];
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172  char path_name[64];
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173  char name[64];
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174  char display_name[64];
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175  char abrv[16];
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176  int type;
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177  float scale;
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179  bool valid;
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180  bool secret; // don't display in editor
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181  Text description; // background info for tactical reference
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182 
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183  // LOD representation:
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187  float feature_size[4];
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189 
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190  // player selectable skins:
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192  const Skin* FindSkin(const char* skin_name) const;
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193 
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194  // virtual cockpit:
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197 
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198  // performance:
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199  float vlimit;
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200  float agility;
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201  float air_factor;
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202  float roll_rate;
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203  float pitch_rate;
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204  float yaw_rate;
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205  float trans_x;
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206  float trans_y;
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207  float trans_z;
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208  float turn_bank;
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212 
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213  float prep_time;
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214 
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215  // physical data:
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217  float arcade_drag;
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219 
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220  // aero data:
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221  float CL, CD, stall;
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222 
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223  // weapons:
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224  int primary;
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226 
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227  // drives:
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229 
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230  // visibility:
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231  float pcs; // passive sensor cross section
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232  float acs; // active sensor cross section
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233  float detet; // maximum detection range
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234  float e_factor[3]; // pcs scaling by emcon setting
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235 
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236  // ai settings:
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237  float avoid_time;
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242 
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243  // death spriral sequence:
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248 
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266 
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268  float scuttle;
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274 
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277 
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280 
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284 
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287 };
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288 
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289 // +--------------------------------------------------------------------+
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290 
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291 #endif ShipDesign_h
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292 
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