From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/CombatUnit.h | 290 ++++++++++++++++++++++++++++----------------------- 1 file changed, 157 insertions(+), 133 deletions(-) (limited to 'Stars45/CombatUnit.h') diff --git a/Stars45/CombatUnit.h b/Stars45/CombatUnit.h index 71d8e8f..b80f8dc 100644 --- a/Stars45/CombatUnit.h +++ b/Stars45/CombatUnit.h @@ -1,133 +1,157 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: CombatUnit.h - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - A ship, station, or ground unit in the dynamic campaign. -*/ - -#ifndef CombatUnit_h -#define CombatUnit_h - -#include "Types.h" -#include "Geometry.h" -#include "Color.h" -#include "Text.h" -#include "List.h" - -// +--------------------------------------------------------------------+ - -class CombatGroup; -class ShipDesign; - -// +--------------------------------------------------------------------+ - -class CombatUnit -{ -public: - static const char* TYPENAME() { return "CombatUnit"; } - - CombatUnit(const char* n, const char* reg, int t, const char* dname, int number, int i); - CombatUnit(const CombatUnit& unit); - - int operator == (const CombatUnit& u) const { return this == &u; } - - const char* GetDescription() const; - - int GetValue() const; - int GetSingleValue() const; - bool CanDefend(CombatUnit* unit) const; - bool CanLaunch() const; - double PowerVersus(CombatUnit* tgt) const; - int AssignMission(); - void CompleteMission(); - - double MaxRange() const; - double MaxEffectiveRange() const; - double OptimumRange() const; - - void Engage(CombatUnit* tgt); - void Disengage(); - - // accessors and mutators: - const Text& Name() const { return name; } - const Text& Registry() const { return regnum; } - const Text& DesignName() const { return design_name; } - const Text& Skin() const { return skin; } - void SetSkin(const char* s) { skin = s; } - int Type() const { return type; } - int Count() const { return count; } - int LiveCount() const { return count - dead_count; } - int DeadCount() const { return dead_count; } - void SetDeadCount(int n) { dead_count = n; } - int Kill(int n); - int Available() const { return available; } - int GetIFF() const { return iff; } - bool IsLeader() const { return leader; } - void SetLeader(bool l) { leader = l; } - Point Location() const { return location; } - void MoveTo(const Point& loc); - Text GetRegion() const { return region; } - void SetRegion(Text rgn) { region = rgn; } - CombatGroup* GetCombatGroup() const { return group; } - void SetCombatGroup(CombatGroup* g){ group = g; } - - Color MarkerColor() const; - bool IsGroundUnit() const; - bool IsStarship() const; - bool IsDropship() const; - bool IsStatic() const; - - CombatUnit* GetCarrier() const { return carrier; } - void SetCarrier(CombatUnit* c) { carrier = c; } - - const ShipDesign* GetDesign(); - int GetShipClass() const; - - List& GetAttackers() { return attackers; } - - double GetPlanValue() const { return plan_value; } - void SetPlanValue(int v) { plan_value = v; } - - double GetSustainedDamage() const { return sustained_damage; } - void SetSustainedDamage(double d) { sustained_damage = d; } - - double GetHeading() const { return heading; } - void SetHeading(double d) { heading = d; } - - double GetNextJumpTime() const { return jump_time; } - -private: - Text name; - Text regnum; - Text design_name; - Text skin; - int type; - const ShipDesign* design; - int count; - int dead_count; - int available; - int iff; - bool leader; - Text region; - Point location; - double plan_value; // scratch pad for plan modules - double launch_time; - double jump_time; - double sustained_damage; - double heading; - - CombatUnit* carrier; - List attackers; - CombatUnit* target; - CombatGroup* group; -}; - -#endif CombatUnit_h - +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: CombatUnit.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + A ship, station, or ground unit in the dynamic campaign. +*/ + +#ifndef CombatUnit_h +#define CombatUnit_h + +#include "Types.h" +#include "Geometry.h" +#include "Color.h" +#include "Text.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class CombatGroup; +class ShipDesign; + +// +--------------------------------------------------------------------+ + +class CombatUnit +{ +public: + static const char* TYPENAME() { return "CombatUnit"; } + + CombatUnit(const char* n, const char* reg, int t, const char* dname, int number, int i); + CombatUnit(const CombatUnit& unit); + + int operator == (const CombatUnit& u) const { return this == &u; } + + const char* GetDescription() const; + + int GetValue() const; + int GetSingleValue() const; + bool CanDefend(CombatUnit* unit) const; + bool CanLaunch() const; + double PowerVersus(CombatUnit* tgt) const; + int AssignMission(); + void CompleteMission(); + + double MaxRange() const; + double MaxEffectiveRange() const; + double OptimumRange() const; + + void Engage(CombatUnit* tgt); + void Disengage(); + + // accessors and mutators: + const Text& Name() const { return name; } + const Text& Registry() const { return regnum; } + const Text& DesignName() const { return design_name; } + const Text& Skin() const { return skin; } + void SetSkin(const char* s) { skin = s; } + int Type() const { return type; } + int Count() const { return count; } + int LiveCount() const { return count - dead_count; } + int DeadCount() const { return dead_count; } + void SetDeadCount(int n) { dead_count = n; } + int Kill(int n); + int Available() const { return available; } + int GetIFF() const { return iff; } + bool IsLeader() const { return leader; } + void SetLeader(bool l) { leader = l; } + Point Location() const { return location; } + void MoveTo(const Point& loc); + Text GetRegion() const { return region; } + void SetRegion(Text rgn) { region = rgn; } + CombatGroup* GetCombatGroup() const { return group; } + void SetCombatGroup(CombatGroup* g){ group = g; } + + Color MarkerColor() const; + bool IsGroundUnit() const; + bool IsStarship() const; + bool IsDropship() const; + bool IsStatic() const; + + CombatUnit* GetCarrier() const { return carrier; } + void SetCarrier(CombatUnit* c) { carrier = c; } + + const ShipDesign* GetDesign(); + int GetShipClass() const; + + List& GetAttackers() { return attackers; } + + double GetPlanValue() const { return plan_value; } + void SetPlanValue(int v) { plan_value = v; } + + double GetSustainedDamage() const { return sustained_damage; } + void SetSustainedDamage(double d) { sustained_damage = d; } + + double GetHeading() const { return heading; } + void SetHeading(double d) { heading = d; } + + double GetNextJumpTime() const { return jump_time; } + +private: + Text name; + Text regnum; + Text design_name; + Text skin; + int type; + const ShipDesign* design; + int count; + int dead_count; + int available; + int iff; + bool leader; + Text region; + Point location; + double plan_value; // scratch pad for plan modules + double launch_time; + double jump_time; + double sustained_damage; + double heading; + + CombatUnit* carrier; + List attackers; + CombatUnit* target; + CombatGroup* group; +}; + +#endif CombatUnit_h + -- cgit v1.1