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/Element.h | 274 +++++++++++++++++++++++++++--------------------------- 1 file changed, 137 insertions(+), 137 deletions(-) (limited to 'Stars45/Element.h') diff --git a/Stars45/Element.h b/Stars45/Element.h index 967d712..1636adb 100644 --- a/Stars45/Element.h +++ b/Stars45/Element.h @@ -1,15 +1,15 @@ /* 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: Element.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Element.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Package Element (e.g. Flight) class + OVERVIEW + ======== + Package Element (e.g. Flight) class */ #ifndef Element_h @@ -35,137 +35,137 @@ class CombatUnit; class Element : public SimObserver { public: - // CONSTRUCTORS: - Element(const char* call_sign, int iff, int type=0 /*PATROL*/); - virtual ~Element(); - - int operator == (const Element& e) const { return id == e.id; } - - // GENERAL ACCESSORS: - int Identity() const { return id; } - int Type() const { return type; } - const Text& Name() const { return name; } - void SetName(const char* s) { name = s; } - virtual int GetIFF() const { return iff; } - int Player() const { return player; } - void SetPlayer(int p) { player = p; } - DWORD GetLaunchTime() const { return launch_time; } - void SetLaunchTime(DWORD t); - int IntelLevel() const { return intel; } - void SetIntelLevel(int i) { intel = i; } - - // ELEMENT COMPONENTS: - int NumShips() const { return ships.size(); } - int AddShip(Ship*, int index=-1); - void DelShip(Ship*); - Ship* GetShip(int index); - int GetShipClass(); - int FindIndex(const Ship* s); - bool Contains(const Ship* s); - bool IsActive() const; - bool IsFinished() const; - bool IsNetObserver() const; - bool IsSquadron() const; - bool IsStatic() const; - bool IsHostileTo(const Ship* s) const; - bool IsHostileTo(int iff_code) const; - bool IsObjectiveTargetOf(const Ship* s) const; - bool IsRogue() const { return rogue; } - bool IsPlayable() const { return playable; } - int* Loadout() { return load; } - - void SetRogue(bool r) { rogue = r; } - void SetPlayable(bool p) { playable = p; } - void SetLoadout(int* l); - virtual void SetIFF(int iff); - - virtual void ExecFrame(double seconds); - virtual bool Update(SimObject* obj); - virtual const char* GetObserverName() const; - - // OBJECTIVES: - void ClearObjectives(); - void AddObjective(Instruction* obj); - Instruction* GetObjective(int index); - Instruction* GetTargetObjective(); - int NumObjectives() const { return objectives.size(); } - - void ClearInstructions(); - void AddInstruction(const char* instr); - Text GetInstruction(int index); - int NumInstructions() const { return instructions.size(); } - - // ORDERS AND NAVIGATION: - double GetHoldTime(); - void SetHoldTime(double t); - bool GetZoneLock(); - void SetZoneLock(bool z); - void AddNavPoint(Instruction* pt, Instruction* afterPoint=0, bool send=true); - void DelNavPoint(Instruction* pt, bool send=true); - void ClearFlightPlan(bool send=true); - Instruction* GetNextNavPoint(); - int GetNavIndex(const Instruction* n); - List& GetFlightPlan(); - int FlightPlanLength(); - virtual void HandleRadioMessage(RadioMessage* msg); - - // CHAIN OF COMMAND: - Element* GetCommander() const { return commander; } - void SetCommander(Element* e) { commander = e; } - Element* GetAssignment() const { return assignment; } - void SetAssignment(Element* e) { assignment = e; } - void ResumeAssignment(); - bool CanCommand(Element* e); - Ship* GetCarrier() const { return carrier; } - void SetCarrier(Ship* c) { carrier = c; } - int GetCommandAILevel() const { return command_ai; } - void SetCommandAILevel(int n) { command_ai = n; } - const Text& GetSquadron() const { return squadron; } - void SetSquadron(const char* s) { squadron = s; } - - // DYNAMIC CAMPAIGN: - CombatGroup* GetCombatGroup() { return combat_group; } - void SetCombatGroup(CombatGroup* g) { combat_group = g; } - CombatUnit* GetCombatUnit() { return combat_unit; } - void SetCombatUnit(CombatUnit* u) { combat_unit = u; } - - // SQUADRON STUFF: - int GetCount() const { return count; } - void SetCount(int n) { count = n; } + // CONSTRUCTORS: + Element(const char* call_sign, int iff, int type=0 /*PATROL*/); + virtual ~Element(); + + int operator == (const Element& e) const { return id == e.id; } + + // GENERAL ACCESSORS: + int Identity() const { return id; } + int Type() const { return type; } + const Text& Name() const { return name; } + void SetName(const char* s) { name = s; } + virtual int GetIFF() const { return iff; } + int Player() const { return player; } + void SetPlayer(int p) { player = p; } + DWORD GetLaunchTime() const { return launch_time; } + void SetLaunchTime(DWORD t); + int IntelLevel() const { return intel; } + void SetIntelLevel(int i) { intel = i; } + + // ELEMENT COMPONENTS: + int NumShips() const { return ships.size(); } + int AddShip(Ship*, int index=-1); + void DelShip(Ship*); + Ship* GetShip(int index); + int GetShipClass(); + int FindIndex(const Ship* s); + bool Contains(const Ship* s); + bool IsActive() const; + bool IsFinished() const; + bool IsNetObserver() const; + bool IsSquadron() const; + bool IsStatic() const; + bool IsHostileTo(const Ship* s) const; + bool IsHostileTo(int iff_code) const; + bool IsObjectiveTargetOf(const Ship* s) const; + bool IsRogue() const { return rogue; } + bool IsPlayable() const { return playable; } + int* Loadout() { return load; } + + void SetRogue(bool r) { rogue = r; } + void SetPlayable(bool p) { playable = p; } + void SetLoadout(int* l); + virtual void SetIFF(int iff); + + virtual void ExecFrame(double seconds); + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; + + // OBJECTIVES: + void ClearObjectives(); + void AddObjective(Instruction* obj); + Instruction* GetObjective(int index); + Instruction* GetTargetObjective(); + int NumObjectives() const { return objectives.size(); } + + void ClearInstructions(); + void AddInstruction(const char* instr); + Text GetInstruction(int index); + int NumInstructions() const { return instructions.size(); } + + // ORDERS AND NAVIGATION: + double GetHoldTime(); + void SetHoldTime(double t); + bool GetZoneLock(); + void SetZoneLock(bool z); + void AddNavPoint(Instruction* pt, Instruction* afterPoint=0, bool send=true); + void DelNavPoint(Instruction* pt, bool send=true); + void ClearFlightPlan(bool send=true); + Instruction* GetNextNavPoint(); + int GetNavIndex(const Instruction* n); + List& GetFlightPlan(); + int FlightPlanLength(); + virtual void HandleRadioMessage(RadioMessage* msg); + + // CHAIN OF COMMAND: + Element* GetCommander() const { return commander; } + void SetCommander(Element* e) { commander = e; } + Element* GetAssignment() const { return assignment; } + void SetAssignment(Element* e) { assignment = e; } + void ResumeAssignment(); + bool CanCommand(Element* e); + Ship* GetCarrier() const { return carrier; } + void SetCarrier(Ship* c) { carrier = c; } + int GetCommandAILevel() const { return command_ai; } + void SetCommandAILevel(int n) { command_ai = n; } + const Text& GetSquadron() const { return squadron; } + void SetSquadron(const char* s) { squadron = s; } + + // DYNAMIC CAMPAIGN: + CombatGroup* GetCombatGroup() { return combat_group; } + void SetCombatGroup(CombatGroup* g) { combat_group = g; } + CombatUnit* GetCombatUnit() { return combat_unit; } + void SetCombatUnit(CombatUnit* u) { combat_unit = u; } + + // SQUADRON STUFF: + int GetCount() const { return count; } + void SetCount(int n) { count = n; } protected: - int id; - int iff; - int type; - int player; - int command_ai; - int respawns; - int intel; - Text name; - - // squadron elements only: - int count; - - List ships; - List ship_names; - List instructions; - List objectives; - List flight_plan; - - Element* commander; - Element* assignment; - Ship* carrier; - Text squadron; - - CombatGroup* combat_group; - CombatUnit* combat_unit; - DWORD launch_time; - double hold_time; - - bool rogue; - bool playable; - bool zone_lock; - int load[16]; + int id; + int iff; + int type; + int player; + int command_ai; + int respawns; + int intel; + Text name; + + // squadron elements only: + int count; + + List ships; + List ship_names; + List instructions; + List objectives; + List flight_plan; + + Element* commander; + Element* assignment; + Ship* carrier; + Text squadron; + + CombatGroup* combat_group; + CombatUnit* combat_unit; + DWORD launch_time; + double hold_time; + + bool rogue; + bool playable; + bool zone_lock; + int load[16]; }; #endif Element_h -- cgit v1.1