From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/CombatGroup.h | 392 +++++++++++++++++++++++++------------------------- 1 file changed, 196 insertions(+), 196 deletions(-) (limited to 'Stars45/CombatGroup.h') diff --git a/Stars45/CombatGroup.h b/Stars45/CombatGroup.h index 54c4119..5eb6dde 100644 --- a/Stars45/CombatGroup.h +++ b/Stars45/CombatGroup.h @@ -1,14 +1,14 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: CombatGroup.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: CombatGroup.h + AUTHOR: John DiCamillo - OVERVIEW - ======== + OVERVIEW + ======== */ #ifndef CombatGroup_h @@ -34,197 +34,197 @@ class CombatAssignment; class CombatGroup { public: - static const char* TYPENAME() { return "CombatGroup"; } - - enum GROUP_TYPE { - FORCE = 1, // Commander In Chief - - WING, // Air Force - INTERCEPT_SQUADRON, // a2a fighter - FIGHTER_SQUADRON, // multi-role fighter - ATTACK_SQUADRON, // strike / attack - LCA_SQUADRON, // landing craft - - FLEET, // Navy - DESTROYER_SQUADRON, // destroyer - BATTLE_GROUP, // heavy cruiser(s) - CARRIER_GROUP, // fleet carrier - - BATTALION, // Army - MINEFIELD, - BATTERY, - MISSILE, - STATION, // orbital station - STARBASE, // planet-side base - - C3I, // Command, Control, Communications, Intelligence - COMM_RELAY, - EARLY_WARNING, - FWD_CONTROL_CTR, - ECM, - - SUPPORT, - COURIER, - MEDICAL, - SUPPLY, - REPAIR, - - CIVILIAN, // root for civilian groups - - WAR_PRODUCTION, - FACTORY, - REFINERY, - RESOURCE, - - INFRASTRUCTURE, - TRANSPORT, - NETWORK, - HABITAT, - STORAGE, - - NON_COM, // other civilian traffic - FREIGHT, - PASSENGER, - PRIVATE - }; - - CombatGroup(int t, int n, const char* s, int i, int e, CombatGroup* p=0); - ~CombatGroup(); - - // comparison operators are used to sort combat groups into a priority list - // in DESCENDING order, so the sense of the comparison is backwards from - // usual... - int operator < (const CombatGroup& g) const { return value > g.value; } - int operator <= (const CombatGroup& g) const { return value >= g.value; } - int operator == (const CombatGroup& g) const { return this == &g; } - - // operations: - static CombatGroup* LoadOrderOfBattle(const char* fname, int iff, Combatant* combatant); - static void SaveOrderOfBattle(const char* fname, CombatGroup* force); - static void MergeOrderOfBattle(BYTE* block, const char* fname, int iff, Combatant* combatant, Campaign* campaign); - - void AddComponent(CombatGroup* g); - CombatGroup* FindGroup(int t, int n=-1); - CombatGroup* Clone(bool deep=true); - - // accessors and mutators: - const char* GetDescription() const; - const char* GetShortDescription() const; - - void SetCombatant(Combatant* c) { combatant = c; } - - Combatant* GetCombatant() { return combatant; } - CombatGroup* GetParent() { return parent; } - List& GetComponents() { return components; } - List& GetLiveComponents() { return live_comp; } - List& GetUnits() { return units; } - CombatUnit* GetRandomUnit(); - CombatUnit* GetFirstUnit(); - CombatUnit* GetNextUnit(); - CombatUnit* FindUnit(const char* name); - CombatGroup* FindCarrier(); - - const Text& Name() const { return name; } - int Type() const { return type; } - int CountUnits() const; - int IntelLevel() const { return enemy_intel;} - int GetID() const { return id; } - int GetIFF() const { return iff; } - Point Location() const { return location; } - void MoveTo(const Point& loc); - const Text& GetRegion() const { return region; } - void SetRegion(Text rgn) { region = rgn; } - void AssignRegion(Text rgn); - int Value() const { return value; } - int Sorties() const { return sorties; } - void SetSorties(int n) { sorties = n; } - int Kills() const { return kills; } - void SetKills(int n) { kills = n; } - int Points() const { return points; } - void SetPoints(int n) { points = n; } - int UnitIndex() const { return unit_index; } - - double GetNextJumpTime() const; - - double GetPlanValue() const { return plan_value; } - void SetPlanValue(double v) { plan_value = v; } - - bool IsAssignable() const; - bool IsTargetable() const; - bool IsDefensible() const; - bool IsStrikeTarget() const; - bool IsMovable() const; - bool IsFighterGroup() const; - bool IsStarshipGroup() const; - bool IsReserve() const; - - // these two methods return zero terminated arrays of - // integers identifying the preferred assets for attack - // or defense in priority order: - static const int* PreferredAttacker(int type); - static const int* PreferredDefender(int type); - - bool IsExpanded() const { return expanded; } - void SetExpanded(bool e) { expanded = e; } - - const Text& GetAssignedSystem() const { return assigned_system; } - void SetAssignedSystem(const char* s); - CombatZone* GetCurrentZone() const { return current_zone; } - void SetCurrentZone(CombatZone* z) { current_zone = z; } - CombatZone* GetAssignedZone() const { return assigned_zone; } - void SetAssignedZone(CombatZone* z); - void ClearUnlockedZones(); - bool IsZoneLocked() const { return assigned_zone && zone_lock; } - void SetZoneLock(bool lock=true); - bool IsSystemLocked() const { return assigned_system.length() > 0; } - - const Text& GetStrategicDirection() const { return strategic_direction; } - void SetStrategicDirection(Text dir) { strategic_direction = dir; } - - void SetIntelLevel(int n); - int CalcValue(); - - List& GetAssignments() { return assignments; } - void ClearAssignments(); - - static int TypeFromName(const char* name); - static const char* NameFromType(int type); + static const char* TYPENAME() { return "CombatGroup"; } + + enum GROUP_TYPE { + FORCE = 1, // Commander In Chief + + WING, // Air Force + INTERCEPT_SQUADRON, // a2a fighter + FIGHTER_SQUADRON, // multi-role fighter + ATTACK_SQUADRON, // strike / attack + LCA_SQUADRON, // landing craft + + FLEET, // Navy + DESTROYER_SQUADRON, // destroyer + BATTLE_GROUP, // heavy cruiser(s) + CARRIER_GROUP, // fleet carrier + + BATTALION, // Army + MINEFIELD, + BATTERY, + MISSILE, + STATION, // orbital station + STARBASE, // planet-side base + + C3I, // Command, Control, Communications, Intelligence + COMM_RELAY, + EARLY_WARNING, + FWD_CONTROL_CTR, + ECM, + + SUPPORT, + COURIER, + MEDICAL, + SUPPLY, + REPAIR, + + CIVILIAN, // root for civilian groups + + WAR_PRODUCTION, + FACTORY, + REFINERY, + RESOURCE, + + INFRASTRUCTURE, + TRANSPORT, + NETWORK, + HABITAT, + STORAGE, + + NON_COM, // other civilian traffic + FREIGHT, + PASSENGER, + PRIVATE + }; + + CombatGroup(int t, int n, const char* s, int i, int e, CombatGroup* p=0); + ~CombatGroup(); + + // comparison operators are used to sort combat groups into a priority list + // in DESCENDING order, so the sense of the comparison is backwards from + // usual... + int operator < (const CombatGroup& g) const { return value > g.value; } + int operator <= (const CombatGroup& g) const { return value >= g.value; } + int operator == (const CombatGroup& g) const { return this == &g; } + + // operations: + static CombatGroup* LoadOrderOfBattle(const char* fname, int iff, Combatant* combatant); + static void SaveOrderOfBattle(const char* fname, CombatGroup* force); + static void MergeOrderOfBattle(BYTE* block, const char* fname, int iff, Combatant* combatant, Campaign* campaign); + + void AddComponent(CombatGroup* g); + CombatGroup* FindGroup(int t, int n=-1); + CombatGroup* Clone(bool deep=true); + + // accessors and mutators: + const char* GetDescription() const; + const char* GetShortDescription() const; + + void SetCombatant(Combatant* c) { combatant = c; } + + Combatant* GetCombatant() { return combatant; } + CombatGroup* GetParent() { return parent; } + List& GetComponents() { return components; } + List& GetLiveComponents() { return live_comp; } + List& GetUnits() { return units; } + CombatUnit* GetRandomUnit(); + CombatUnit* GetFirstUnit(); + CombatUnit* GetNextUnit(); + CombatUnit* FindUnit(const char* name); + CombatGroup* FindCarrier(); + + const Text& Name() const { return name; } + int Type() const { return type; } + int CountUnits() const; + int IntelLevel() const { return enemy_intel;} + int GetID() const { return id; } + int GetIFF() const { return iff; } + Point Location() const { return location; } + void MoveTo(const Point& loc); + const Text& GetRegion() const { return region; } + void SetRegion(Text rgn) { region = rgn; } + void AssignRegion(Text rgn); + int Value() const { return value; } + int Sorties() const { return sorties; } + void SetSorties(int n) { sorties = n; } + int Kills() const { return kills; } + void SetKills(int n) { kills = n; } + int Points() const { return points; } + void SetPoints(int n) { points = n; } + int UnitIndex() const { return unit_index; } + + double GetNextJumpTime() const; + + double GetPlanValue() const { return plan_value; } + void SetPlanValue(double v) { plan_value = v; } + + bool IsAssignable() const; + bool IsTargetable() const; + bool IsDefensible() const; + bool IsStrikeTarget() const; + bool IsMovable() const; + bool IsFighterGroup() const; + bool IsStarshipGroup() const; + bool IsReserve() const; + + // these two methods return zero terminated arrays of + // integers identifying the preferred assets for attack + // or defense in priority order: + static const int* PreferredAttacker(int type); + static const int* PreferredDefender(int type); + + bool IsExpanded() const { return expanded; } + void SetExpanded(bool e) { expanded = e; } + + const Text& GetAssignedSystem() const { return assigned_system; } + void SetAssignedSystem(const char* s); + CombatZone* GetCurrentZone() const { return current_zone; } + void SetCurrentZone(CombatZone* z) { current_zone = z; } + CombatZone* GetAssignedZone() const { return assigned_zone; } + void SetAssignedZone(CombatZone* z); + void ClearUnlockedZones(); + bool IsZoneLocked() const { return assigned_zone && zone_lock; } + void SetZoneLock(bool lock=true); + bool IsSystemLocked() const { return assigned_system.length() > 0; } + + const Text& GetStrategicDirection() const { return strategic_direction; } + void SetStrategicDirection(Text dir) { strategic_direction = dir; } + + void SetIntelLevel(int n); + int CalcValue(); + + List& GetAssignments() { return assignments; } + void ClearAssignments(); + + static int TypeFromName(const char* name); + static const char* NameFromType(int type); private: - const char* GetOrdinal() const; - - // attributes: - int type; - int id; - Text name; - int iff; - int enemy_intel; - - double plan_value; // scratch pad for plan modules - - List units; - List components; - List live_comp; - Combatant* combatant; - CombatGroup* parent; - Text region; - Point location; - int value; - int unit_index; - - int sorties; - int kills; - int points; - - bool expanded; // for tree control - - Text assigned_system; - CombatZone* current_zone; - CombatZone* assigned_zone; - bool zone_lock; - List assignments; - - Text strategic_direction; + const char* GetOrdinal() const; + + // attributes: + int type; + int id; + Text name; + int iff; + int enemy_intel; + + double plan_value; // scratch pad for plan modules + + List units; + List components; + List live_comp; + Combatant* combatant; + CombatGroup* parent; + Text region; + Point location; + int value; + int unit_index; + + int sorties; + int kills; + int points; + + bool expanded; // for tree control + + Text assigned_system; + CombatZone* current_zone; + CombatZone* assigned_zone; + bool zone_lock; + List assignments; + + Text strategic_direction; }; #endif CombatGroup_h -- cgit v1.1