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/Instruction.cpp | 842 ++++++++++++++++++++++++------------------------ 1 file changed, 421 insertions(+), 421 deletions(-) (limited to 'Stars45/Instruction.cpp') diff --git a/Stars45/Instruction.cpp b/Stars45/Instruction.cpp index 2cad9b3..73f6fcf 100644 --- a/Stars45/Instruction.cpp +++ b/Stars45/Instruction.cpp @@ -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: Instruction.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Instruction.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - Navigation Point class implementation + OVERVIEW + ======== + Navigation Point class implementation */ #include "MemDebug.h" @@ -25,41 +25,41 @@ // +----------------------------------------------------------------------+ Instruction::Instruction(int act, const char* tgt) - : region(0), action(act), formation(0), tgt_name(tgt), - status(PENDING), speed(0), target(0), emcon(0), wep_free(0), - priority(PRIMARY), farcast(0), hold_time(0) +: region(0), action(act), formation(0), tgt_name(tgt), +status(PENDING), speed(0), target(0), emcon(0), wep_free(0), +priority(PRIMARY), farcast(0), hold_time(0) { } Instruction::Instruction(const char* rgn, Point loc, int act) - : region(0), action(act), formation(0), - status(PENDING), speed(0), target(0), emcon(0), wep_free(0), - priority(PRIMARY), farcast(0), hold_time(0) +: region(0), action(act), formation(0), +status(PENDING), speed(0), target(0), emcon(0), wep_free(0), +priority(PRIMARY), farcast(0), hold_time(0) { - rgn_name = rgn; - rloc.SetBaseLocation(loc); - rloc.SetDistance(0); + rgn_name = rgn; + rloc.SetBaseLocation(loc); + rloc.SetDistance(0); } Instruction::Instruction(SimRegion* rgn, Point loc, int act) - : region(rgn), action(act), formation(0), - status(PENDING), speed(0), target(0), emcon(0), wep_free(0), - priority(PRIMARY), farcast(0), hold_time(0) +: region(rgn), action(act), formation(0), +status(PENDING), speed(0), target(0), emcon(0), wep_free(0), +priority(PRIMARY), farcast(0), hold_time(0) { - rgn_name = region->Name(); - rloc.SetBaseLocation(loc); - rloc.SetDistance(0); + rgn_name = region->Name(); + rloc.SetBaseLocation(loc); + rloc.SetDistance(0); } Instruction::Instruction(const Instruction& instr) - : region(instr.region), rgn_name(instr.rgn_name), - rloc(instr.rloc), action(instr.action), - formation(instr.formation), status(instr.status), speed(instr.speed), - target(0), tgt_name(instr.tgt_name), tgt_desc(instr.tgt_desc), - emcon(instr.emcon), wep_free(instr.wep_free), - priority(instr.priority), farcast(instr.farcast), - hold_time(instr.hold_time) +: region(instr.region), rgn_name(instr.rgn_name), +rloc(instr.rloc), action(instr.action), +formation(instr.formation), status(instr.status), speed(instr.speed), +target(0), tgt_name(instr.tgt_name), tgt_desc(instr.tgt_desc), +emcon(instr.emcon), wep_free(instr.wep_free), +priority(instr.priority), farcast(instr.farcast), +hold_time(instr.hold_time) { - SetTarget(instr.target); + SetTarget(instr.target); } Instruction::~Instruction() @@ -70,25 +70,25 @@ Instruction::~Instruction() Instruction& Instruction::operator = (const Instruction& n) { - rgn_name = n.rgn_name; - region = n.region; - rloc = n.rloc; - action = n.action; - formation = n.formation; - status = n.status; - speed = n.speed; - - tgt_name = n.tgt_name; - tgt_desc = n.tgt_desc; - target = 0; - emcon = n.emcon; - wep_free = n.wep_free; - priority = n.priority; - farcast = n.farcast; - hold_time = n.hold_time; - - SetTarget(n.target); - return *this; + rgn_name = n.rgn_name; + region = n.region; + rloc = n.rloc; + action = n.action; + formation = n.formation; + status = n.status; + speed = n.speed; + + tgt_name = n.tgt_name; + tgt_desc = n.tgt_desc; + target = 0; + emcon = n.emcon; + wep_free = n.wep_free; + priority = n.priority; + farcast = n.farcast; + hold_time = n.hold_time; + + SetTarget(n.target); + return *this; } // +--------------------------------------------------------------------+ @@ -96,16 +96,16 @@ Instruction::operator = (const Instruction& n) Point Instruction::Location() const { - Instruction* pThis = (Instruction*) this; - return pThis->rloc.Location(); + Instruction* pThis = (Instruction*) this; + return pThis->rloc.Location(); } void Instruction::SetLocation(const Point& l) { - rloc.SetBaseLocation(l); - rloc.SetReferenceLoc(0); - rloc.SetDistance(0); + rloc.SetBaseLocation(l); + rloc.SetReferenceLoc(0); + rloc.SetDistance(0); } // +----------------------------------------------------------------------+ @@ -113,59 +113,59 @@ Instruction::SetLocation(const Point& l) SimObject* Instruction::GetTarget() { - if (!target && tgt_name.length() > 0) { - Sim* sim = Sim::GetSim(); + if (!target && tgt_name.length() > 0) { + Sim* sim = Sim::GetSim(); - if (sim) { - Ship* s = sim->FindShip(tgt_name, rgn_name); + if (sim) { + Ship* s = sim->FindShip(tgt_name, rgn_name); - if (s) { - target = s; - Observe(target); - } - } - } + if (s) { + target = s; + Observe(target); + } + } + } - return target; + return target; } void Instruction::SetTarget(const char* n) { - if (n && *n && tgt_name != n) { - tgt_name = n; - tgt_desc = n; + if (n && *n && tgt_name != n) { + tgt_name = n; + tgt_desc = n; - if (target) - target = 0; - } + if (target) + target = 0; + } } void Instruction::SetTarget(SimObject* s) { - if (s && target != s) { - tgt_name = s->Name(); - target = s; - Observe(target); - } + if (s && target != s) { + tgt_name = s->Name(); + target = s; + Observe(target); + } } void Instruction::SetTargetDesc(const char* d) { - if (d && *d) - tgt_desc = d; + if (d && *d) + tgt_desc = d; } void Instruction::ClearTarget() { - if (target) { - target = 0; - tgt_name = ""; - tgt_desc = ""; - } + if (target) { + target = 0; + tgt_name = ""; + tgt_desc = ""; + } } // +----------------------------------------------------------------------+ @@ -173,16 +173,16 @@ Instruction::ClearTarget() bool Instruction::Update(SimObject* obj) { - if (target == obj) - target = 0; + if (target == obj) + target = 0; - return SimObserver::Update(obj); + return SimObserver::Update(obj); } const char* Instruction::GetObserverName() const { - return "Instruction"; + return "Instruction"; } // +----------------------------------------------------------------------+ @@ -190,145 +190,145 @@ Instruction::GetObserverName() const void Instruction::Evaluate(Ship* ship) { - Sim* sim = Sim::GetSim(); - - switch (action) { - case VECTOR: - break; - - case LAUNCH: - if (ship->GetFlightPhase() == Ship::ACTIVE) - SetStatus(COMPLETE); - break; - - case DOCK: - case RTB: - if (sim->GetPlayerShip() == ship && - (ship->GetFlightPhase() == Ship::DOCKING || - ship->GetFlightPhase() == Ship::DOCKED)) - SetStatus(COMPLETE); - else if (ship->Integrity() < 1) - SetStatus(FAILED); - break; - - case DEFEND: - case ESCORT: - { - bool found = false; - bool safe = true; - - ListIter iter = sim->GetElements(); - while (++iter && !found) { - Element* e = iter.value(); - - if (e->IsFinished() || e->IsSquadron()) - continue; - - if (e->Name() == tgt_name || - (e->GetCommander() && e->GetCommander()->Name() == tgt_name)) { - - found = true; - - for (int i = 0; i < e->NumShips(); i++) { - Ship* s = e->GetShip(i+1); - - if (s && s->Integrity() < 1) - SetStatus(FAILED); - } - - if (status == PENDING) { - // if the element had a flight plan, and all nav points - // have been addressed, then the element is safe - if (e->FlightPlanLength() > 0) { - if (e->GetNextNavPoint() == 0) - SetStatus(COMPLETE); - else - safe = false; - } - } - } - } - - if (status == PENDING && safe && - sim->GetPlayerShip() == ship && - (ship->GetFlightPhase() == Ship::DOCKING || - ship->GetFlightPhase() == Ship::DOCKED)) { - SetStatus(COMPLETE); - } - } - break; - - case PATROL: - case SWEEP: - { - Sim* sim = Sim::GetSim(); - bool alive = false; - - ListIter iter = sim->GetElements(); - while (++iter) { - Element* e = iter.value(); - - if (e->IsFinished() || e->IsSquadron()) - continue; - - if (e->GetIFF() && e->GetIFF() != ship->GetIFF()) { - for (int i = 0; i < e->NumShips(); i++) { - Ship* s = e->GetShip(i+1); - - if (s && s->Integrity() >= 1) - alive = true; - } - } - } - - if (status == PENDING && !alive) { - SetStatus(COMPLETE); - } - } - break; - - case INTERCEPT: - case STRIKE: - case ASSAULT: - { - Sim* sim = Sim::GetSim(); - bool alive = false; - - ListIter iter = sim->GetElements(); - while (++iter) { - Element* e = iter.value(); - - if (e->IsFinished() || e->IsSquadron()) - continue; - - if (e->Name() == tgt_name) { - for (int i = 0; i < e->NumShips(); i++) { - Ship* s = e->GetShip(i+1); - - if (s && s->Integrity() >= 1) - alive = true; - } - } - } - - if (status == PENDING && !alive) { - SetStatus(COMPLETE); - } - } - break; - - case RECON: - break; - - default: - break; - } + Sim* sim = Sim::GetSim(); + + switch (action) { + case VECTOR: + break; + + case LAUNCH: + if (ship->GetFlightPhase() == Ship::ACTIVE) + SetStatus(COMPLETE); + break; + + case DOCK: + case RTB: + if (sim->GetPlayerShip() == ship && + (ship->GetFlightPhase() == Ship::DOCKING || + ship->GetFlightPhase() == Ship::DOCKED)) + SetStatus(COMPLETE); + else if (ship->Integrity() < 1) + SetStatus(FAILED); + break; + + case DEFEND: + case ESCORT: + { + bool found = false; + bool safe = true; + + ListIter iter = sim->GetElements(); + while (++iter && !found) { + Element* e = iter.value(); + + if (e->IsFinished() || e->IsSquadron()) + continue; + + if (e->Name() == tgt_name || + (e->GetCommander() && e->GetCommander()->Name() == tgt_name)) { + + found = true; + + for (int i = 0; i < e->NumShips(); i++) { + Ship* s = e->GetShip(i+1); + + if (s && s->Integrity() < 1) + SetStatus(FAILED); + } + + if (status == PENDING) { + // if the element had a flight plan, and all nav points + // have been addressed, then the element is safe + if (e->FlightPlanLength() > 0) { + if (e->GetNextNavPoint() == 0) + SetStatus(COMPLETE); + else + safe = false; + } + } + } + } + + if (status == PENDING && safe && + sim->GetPlayerShip() == ship && + (ship->GetFlightPhase() == Ship::DOCKING || + ship->GetFlightPhase() == Ship::DOCKED)) { + SetStatus(COMPLETE); + } + } + break; + + case PATROL: + case SWEEP: + { + Sim* sim = Sim::GetSim(); + bool alive = false; + + ListIter iter = sim->GetElements(); + while (++iter) { + Element* e = iter.value(); + + if (e->IsFinished() || e->IsSquadron()) + continue; + + if (e->GetIFF() && e->GetIFF() != ship->GetIFF()) { + for (int i = 0; i < e->NumShips(); i++) { + Ship* s = e->GetShip(i+1); + + if (s && s->Integrity() >= 1) + alive = true; + } + } + } + + if (status == PENDING && !alive) { + SetStatus(COMPLETE); + } + } + break; + + case INTERCEPT: + case STRIKE: + case ASSAULT: + { + Sim* sim = Sim::GetSim(); + bool alive = false; + + ListIter iter = sim->GetElements(); + while (++iter) { + Element* e = iter.value(); + + if (e->IsFinished() || e->IsSquadron()) + continue; + + if (e->Name() == tgt_name) { + for (int i = 0; i < e->NumShips(); i++) { + Ship* s = e->GetShip(i+1); + + if (s && s->Integrity() >= 1) + alive = true; + } + } + } + + if (status == PENDING && !alive) { + SetStatus(COMPLETE); + } + } + break; + + case RECON: + break; + + default: + break; + } } void Instruction::SetStatus(int s) { - status = s; + status = s; } // +----------------------------------------------------------------------+ @@ -336,85 +336,85 @@ Instruction::SetStatus(int s) const char* Instruction::GetShortDescription() const { - static char desc[256]; - - switch (action) { - case VECTOR: - if (farcast) - sprintf(desc, Game::GetText("instr.short.farcast").data(), rgn_name.data()); - else - sprintf(desc, Game::GetText("instr.short.vector").data(), rgn_name.data()); - break; - - case LAUNCH: - sprintf(desc, Game::GetText("instr.short.launch").data(), tgt_name.data()); - break; - - case DOCK: - sprintf(desc, Game::GetText("instr.short.dock").data(), tgt_name.data()); - break; - - case RTB: - sprintf(desc, Game::GetText("instr.short.return-to-base").data()); - break; - - case DEFEND: - if (priority == PRIMARY) { - sprintf(desc, Game::GetText("instr.short.defend").data(), ActionName(action), tgt_desc.data()); - } - else { - sprintf(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data()); - } - break; - - case ESCORT: - if (priority == PRIMARY) { - sprintf(desc, Game::GetText("instr.short.escort").data(), ActionName(action), tgt_desc.data()); - } - else { - sprintf(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data()); - } - break; - - case PATROL: - sprintf(desc, Game::GetText("instr.short.patrol").data(), - tgt_desc.data(), - rgn_name.data()); - break; - - case SWEEP: - sprintf(desc, Game::GetText("instr.short.sweep").data(), - tgt_desc.data(), - rgn_name.data()); - break; - - case INTERCEPT: - sprintf(desc, Game::GetText("instr.short.intercept").data(), tgt_desc.data()); - break; - - case STRIKE: - sprintf(desc, Game::GetText("instr.short.strike").data(), tgt_desc.data()); - break; - - case ASSAULT: - sprintf(desc, Game::GetText("instr.short.assault").data(), tgt_desc.data()); - break; - - case RECON: - sprintf(desc, Game::GetText("instr.short.recon").data(), tgt_desc.data()); - break; - - default: - sprintf(desc, "%s", ActionName(action)); - break; - } - - if (status != PENDING) { - strcat(desc, " - "); - strcat(desc, Game::GetText(StatusName(status))); - } - - return desc; + static char desc[256]; + + switch (action) { + case VECTOR: + if (farcast) + sprintf(desc, Game::GetText("instr.short.farcast").data(), rgn_name.data()); + else + sprintf(desc, Game::GetText("instr.short.vector").data(), rgn_name.data()); + break; + + case LAUNCH: + sprintf(desc, Game::GetText("instr.short.launch").data(), tgt_name.data()); + break; + + case DOCK: + sprintf(desc, Game::GetText("instr.short.dock").data(), tgt_name.data()); + break; + + case RTB: + sprintf(desc, Game::GetText("instr.short.return-to-base").data()); + break; + + case DEFEND: + if (priority == PRIMARY) { + sprintf(desc, Game::GetText("instr.short.defend").data(), ActionName(action), tgt_desc.data()); + } + else { + sprintf(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data()); + } + break; + + case ESCORT: + if (priority == PRIMARY) { + sprintf(desc, Game::GetText("instr.short.escort").data(), ActionName(action), tgt_desc.data()); + } + else { + sprintf(desc, Game::GetText("instr.short.protect").data(), tgt_desc.data()); + } + break; + + case PATROL: + sprintf(desc, Game::GetText("instr.short.patrol").data(), + tgt_desc.data(), + rgn_name.data()); + break; + + case SWEEP: + sprintf(desc, Game::GetText("instr.short.sweep").data(), + tgt_desc.data(), + rgn_name.data()); + break; + + case INTERCEPT: + sprintf(desc, Game::GetText("instr.short.intercept").data(), tgt_desc.data()); + break; + + case STRIKE: + sprintf(desc, Game::GetText("instr.short.strike").data(), tgt_desc.data()); + break; + + case ASSAULT: + sprintf(desc, Game::GetText("instr.short.assault").data(), tgt_desc.data()); + break; + + case RECON: + sprintf(desc, Game::GetText("instr.short.recon").data(), tgt_desc.data()); + break; + + default: + sprintf(desc, "%s", ActionName(action)); + break; + } + + if (status != PENDING) { + strcat(desc, " - "); + strcat(desc, Game::GetText(StatusName(status))); + } + + return desc; } // +----------------------------------------------------------------------+ @@ -422,85 +422,85 @@ Instruction::GetShortDescription() const const char* Instruction::GetDescription() const { - static char desc[1024]; - - switch (action) { - case VECTOR: - if (farcast) - sprintf(desc, Game::GetText("instr.long.farcast").data(), rgn_name.data()); - else - sprintf(desc, Game::GetText("instr.long.vector").data(), rgn_name.data()); - break; - - case LAUNCH: - sprintf(desc, Game::GetText("instr.long.launch").data(), tgt_name.data()); - break; - - case DOCK: - sprintf(desc, Game::GetText("instr.long.dock").data(), tgt_name.data()); - break; - - case RTB: - sprintf(desc, Game::GetText("instr.long.return-to-base").data()); - break; - - case DEFEND: - if (priority == PRIMARY) { - sprintf(desc, Game::GetText("instr.long.defend").data(), ActionName(action), tgt_desc.data()); - } - else { - sprintf(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data()); - } - break; - - case ESCORT: - if (priority == PRIMARY) { - sprintf(desc, Game::GetText("instr.long.escort").data(), ActionName(action), tgt_desc.data()); - } - else { - sprintf(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data()); - } - break; - - case PATROL: - sprintf(desc, Game::GetText("instr.long.patrol").data(), - tgt_desc.data(), - rgn_name.data()); - break; - - case SWEEP: - sprintf(desc, Game::GetText("instr.long.sweep").data(), - tgt_desc.data(), - rgn_name.data()); - break; - - case INTERCEPT: - sprintf(desc, Game::GetText("instr.long.intercept").data(), tgt_desc.data()); - break; - - case STRIKE: - sprintf(desc, Game::GetText("instr.long.strike").data(), tgt_desc.data()); - break; - - case ASSAULT: - sprintf(desc, Game::GetText("instr.long.assault").data(), tgt_desc.data()); - break; - - case RECON: - sprintf(desc, Game::GetText("instr.long.recon").data(), tgt_desc.data()); - break; - - default: - sprintf(desc, "%s", ActionName(action)); - break; - } - - if (status != PENDING) { - strcat(desc, " - "); - strcat(desc, Game::GetText(StatusName(status))); - } - - return desc; + static char desc[1024]; + + switch (action) { + case VECTOR: + if (farcast) + sprintf(desc, Game::GetText("instr.long.farcast").data(), rgn_name.data()); + else + sprintf(desc, Game::GetText("instr.long.vector").data(), rgn_name.data()); + break; + + case LAUNCH: + sprintf(desc, Game::GetText("instr.long.launch").data(), tgt_name.data()); + break; + + case DOCK: + sprintf(desc, Game::GetText("instr.long.dock").data(), tgt_name.data()); + break; + + case RTB: + sprintf(desc, Game::GetText("instr.long.return-to-base").data()); + break; + + case DEFEND: + if (priority == PRIMARY) { + sprintf(desc, Game::GetText("instr.long.defend").data(), ActionName(action), tgt_desc.data()); + } + else { + sprintf(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data()); + } + break; + + case ESCORT: + if (priority == PRIMARY) { + sprintf(desc, Game::GetText("instr.long.escort").data(), ActionName(action), tgt_desc.data()); + } + else { + sprintf(desc, Game::GetText("instr.long.protect").data(), tgt_desc.data()); + } + break; + + case PATROL: + sprintf(desc, Game::GetText("instr.long.patrol").data(), + tgt_desc.data(), + rgn_name.data()); + break; + + case SWEEP: + sprintf(desc, Game::GetText("instr.long.sweep").data(), + tgt_desc.data(), + rgn_name.data()); + break; + + case INTERCEPT: + sprintf(desc, Game::GetText("instr.long.intercept").data(), tgt_desc.data()); + break; + + case STRIKE: + sprintf(desc, Game::GetText("instr.long.strike").data(), tgt_desc.data()); + break; + + case ASSAULT: + sprintf(desc, Game::GetText("instr.long.assault").data(), tgt_desc.data()); + break; + + case RECON: + sprintf(desc, Game::GetText("instr.long.recon").data(), tgt_desc.data()); + break; + + default: + sprintf(desc, "%s", ActionName(action)); + break; + } + + if (status != PENDING) { + strcat(desc, " - "); + strcat(desc, Game::GetText(StatusName(status))); + } + + return desc; } // +----------------------------------------------------------------------+ @@ -508,62 +508,62 @@ Instruction::GetDescription() const const char* Instruction::ActionName(int a) { - switch (a) { - case VECTOR: return "Vector"; - case LAUNCH: return "Launch"; - case DOCK: return "Dock"; - case RTB: return "RTB"; - - case DEFEND: return "Defend"; - case ESCORT: return "Escort"; - case PATROL: return "Patrol"; - case SWEEP: return "Sweep"; - case INTERCEPT: return "Intercept"; - case STRIKE: return "Strike"; - case ASSAULT: return "Assault"; - case RECON: return "Recon"; - - default: return "Unknown"; - } + switch (a) { + case VECTOR: return "Vector"; + case LAUNCH: return "Launch"; + case DOCK: return "Dock"; + case RTB: return "RTB"; + + case DEFEND: return "Defend"; + case ESCORT: return "Escort"; + case PATROL: return "Patrol"; + case SWEEP: return "Sweep"; + case INTERCEPT: return "Intercept"; + case STRIKE: return "Strike"; + case ASSAULT: return "Assault"; + case RECON: return "Recon"; + + default: return "Unknown"; + } } const char* Instruction::StatusName(int s) { - switch (s) { - case PENDING: return "Pending"; - case ACTIVE: return "Active"; - case SKIPPED: return "Skipped"; - case ABORTED: return "Aborted"; - case FAILED: return "Failed"; - case COMPLETE: return "Complete"; - - default: return "Unknown"; - } + switch (s) { + case PENDING: return "Pending"; + case ACTIVE: return "Active"; + case SKIPPED: return "Skipped"; + case ABORTED: return "Aborted"; + case FAILED: return "Failed"; + case COMPLETE: return "Complete"; + + default: return "Unknown"; + } } const char* Instruction::FormationName(int f) { - switch (f) { - case DIAMOND: return "Diamond"; - case SPREAD: return "Spread"; - case BOX: return "Box"; - case TRAIL: return "Trail"; - - default: return "Unknown"; - } + switch (f) { + case DIAMOND: return "Diamond"; + case SPREAD: return "Spread"; + case BOX: return "Box"; + case TRAIL: return "Trail"; + + default: return "Unknown"; + } } const char* Instruction::PriorityName(int p) { - switch (p) { - case PRIMARY: return "Primary"; - case SECONDARY: return "Secondary"; - case BONUS: return "Bonus"; + switch (p) { + case PRIMARY: return "Primary"; + case SECONDARY: return "Secondary"; + case BONUS: return "Bonus"; - default: return "Unknown"; - } + default: return "Unknown"; + } } -- cgit v1.1