From 51657e10769faa2617d546a06c42e4c62a19bb50 Mon Sep 17 00:00:00 2001 From: Aki Date: Sun, 30 Jan 2022 17:41:24 +0100 Subject: Removed trailing whitespace all over the place --- Stars45/Ship.cpp | 72 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 36 insertions(+), 36 deletions(-) (limited to 'Stars45/Ship.cpp') diff --git a/Stars45/Ship.cpp b/Stars45/Ship.cpp index bd03c55..31157b3 100644 --- a/Stars45/Ship.cpp +++ b/Stars45/Ship.cpp @@ -262,7 +262,7 @@ Ship::Ship(const char* ship_name, const char* reg_num, ShipDesign* ship_dsn, int shieldRep = new(__FILE__,__LINE__) ShieldRep; shieldRep->UseModel(design->shield_model); } - + systems.append(shield); } @@ -1243,7 +1243,7 @@ Ship::NumContacts() const { // cast-away const: return ((Ship*)this)->ContactList().size(); -} +} List& Ship::ContactList() @@ -1552,8 +1552,8 @@ Ship::HitBy(Shot* shot, Point& impact) if (hit_type) { if (shot->Damage() > 0) { DWORD flash = Explosion::HULL_FLASH; - - if ((hit_type & HIT_SHIELD) != 0) + + if ((hit_type & HIT_SHIELD) != 0) flash = Explosion::SHIELD_FLASH; sim->CreateExplosion(impact, Velocity(), flash, 0.3f * scale, scale, region); @@ -1570,7 +1570,7 @@ Ship::HitBy(Shot* shot, Point& impact) if (dlen < (damage_radius + Radius())) { if (seeker && seeker->Overshot()) { dscale = 1.0 - (dlen / (damage_radius + Radius())); - + if (dscale > 1) dscale = 1; @@ -1917,7 +1917,7 @@ Ship::SetNetSystemStatus(System* system, int status, int power, int reactor, dou if (c->Status() < Component::NOMINAL && c->Availability() < 75) { if (c->SpareCount() && c->ReplaceTime() <= 300 && - (c->Availability() < 50 || + (c->Availability() < 50 || c->ReplaceTime() < c->RepairTime())) { c->Replace(); @@ -2144,7 +2144,7 @@ Ship::CommandMode() if (!dir || dir->Type() != ShipCtrl::DIR_TYPE) { const char* msg = "Captain on the bridge"; RadioVox* vox = new(__FILE__,__LINE__) RadioVox(0, "1", msg); - + if (vox) { vox->AddPhrase(msg); @@ -2160,7 +2160,7 @@ Ship::CommandMode() else { const char* msg = "Exec, you have the conn"; RadioVox* vox = new(__FILE__,__LINE__) RadioVox(0, "1", msg); - + if (vox) { vox->AddPhrase(msg); @@ -2226,7 +2226,7 @@ Ship::SetNavptStatus(Instruction* navpt, int status) } navpt->SetStatus(status); - + if (status == Instruction::COMPLETE) sim->ProcessEventTrigger(MissionEvent::TRIGGER_NAVPT, 0, Name(), GetNavIndex(navpt)); @@ -2400,7 +2400,7 @@ Ship::ExecFrame(double seconds) return; } - if (flight_phase == LAUNCH || + if (flight_phase == LAUNCH || (flight_phase == TAKEOFF && AltitudeAGL() > Radius())) { SetFlightPhase(ACTIVE); } @@ -2546,7 +2546,7 @@ Ship::ExecSensors(double seconds) if (sensor) sensor->ExecFrame(seconds); - // can we still see our target? + // can we still see our target? if (target) { int target_found = 0; ListIter c_iter = ContactList(); @@ -2565,7 +2565,7 @@ Ship::ExecSensors(double seconds) if (!target_found) DropTarget(); - } + } } // +--------------------------------------------------------------------+ @@ -2580,7 +2580,7 @@ Ship::ExecNavFrame(double seconds) if (navsys) { navsys->ExecFrame(seconds); - + if (navsys->AutoNavEngaged()) { if (dir && dir->Type() == NavAI::DIR_TYPE) { NavAI* navai = (NavAI*) dir; @@ -2603,21 +2603,21 @@ Ship::ExecNavFrame(double seconds) if (navpt && !auto_pilot) { if (navpt->Region() == GetRegion()) { double distance = 0; - + Point npt = navpt->Location(); if (navpt->Region()) npt += navpt->Region()->Location(); - + Sim* sim = Sim::GetSim(); if (sim->GetActiveRegion()) npt -= sim->GetActiveRegion()->Location(); npt = npt.OtherHand(); - + // distance from self to navpt: distance = Point(npt - Location()).length(); - + if (distance < 10 * Radius()) SetNavptStatus(navpt, Instruction::COMPLETE); } @@ -2788,7 +2788,7 @@ Ship::ExecSystems(double seconds) CycleSecondary(); - // do not winchester-cycle to an A2G missile type, + // do not winchester-cycle to an A2G missile type, // or a missile that is also out of ammo, // keep going! @@ -2831,9 +2831,9 @@ Ship::ExecSystems(double seconds) if (cockpit) { Solid* solid = (Solid*) rep; - Point cpos = cam.Pos() + + Point cpos = cam.Pos() + cam.vrt() * bridge_vec.x + - cam.vpn() * bridge_vec.y + + cam.vpn() * bridge_vec.y + cam.vup() * bridge_vec.z; cockpit->MoveTo(cpos); @@ -3033,9 +3033,9 @@ Ship::DockFrame(double seconds) if (cockpit && !cockpit->Hidden()) { Solid* solid = (Solid*) rep; - Point cpos = cam.Pos() + + Point cpos = cam.Pos() + cam.vrt() * bridge_vec.x + - cam.vpn() * bridge_vec.y + + cam.vpn() * bridge_vec.y + cam.vup() * bridge_vec.z; cockpit->MoveTo(cpos); @@ -3231,7 +3231,7 @@ Ship::SelectDetail(double seconds) scene->DelGraphic(g); } } - + // switch to new rep: detail_level = new_level; rep = detail.GetRep(detail_level); @@ -3410,7 +3410,7 @@ Ship::EnableShadows(bool enable) { for (int i = 0; i < detail.NumModels(detail_level); i++) { Graphic* g = detail.GetRep(detail_level, i); - + if (g->IsSolid()) { Solid* s = (Solid*) g; @@ -3614,7 +3614,7 @@ Ship::TimeSkip() transition_type = TRANSITION_TIME_SKIP; transition_loc = Location() + Heading() * (Velocity().length() * 4); // 2500; //(8*Radius()); - + if (rand() < 16000) transition_loc += BeamLine() * (2.5*Radius()); else @@ -4390,7 +4390,7 @@ Ship::GetPrimaryDesign() const { if (weapons.size() > primary) return (WeaponDesign*) weapons[primary]->GetSelected()->Design(); - return 0; + return 0; } WeaponDesign* @@ -4398,7 +4398,7 @@ Ship::GetSecondaryDesign() const { if (weapons.size() > secondary) return (WeaponDesign*) weapons[secondary]->GetSelected()->Design(); - return 0; + return 0; } Weapon* @@ -4407,13 +4407,13 @@ Ship::GetDecoy() const return decoy; } -List& +List& Ship::GetActiveDecoys() { return decoy_list; } -List& +List& Ship::GetThreatList() { return threat_list; @@ -4681,7 +4681,7 @@ Ship::InflictSystemDamage(double damage, Shot* shot, Point impact) } } } - } + } // if a system was in range of the blast, assess the damage: if (system) { @@ -4836,7 +4836,7 @@ Ship::ExecMaintFrame(double seconds) const DWORD REPAIR_FREQUENCY = 5000; // once every five seconds static DWORD last_repair_frame = 0; // one ship per game frame - if (auto_repair && + if (auto_repair && Game::GameTime() - last_repair_time > REPAIR_FREQUENCY && last_repair_frame != Game::Frame()) { @@ -4859,7 +4859,7 @@ Ship::ExecMaintFrame(double seconds) PowerSource* pwr = reactors[i]; if (pwr != src && pwr->Availability() > src->Availability()) { - if (!dst || + if (!dst || (pwr->Availability() > dst->Availability() && pwr->Charge() > dst->Charge())) dst = pwr; @@ -4882,7 +4882,7 @@ Ship::ExecMaintFrame(double seconds) if (c->Status() < Component::NOMINAL && c->Availability() < 75) { if (c->SpareCount() && c->ReplaceTime() <= 300 && - (c->Availability() < 50 || + (c->Availability() < 50 || c->ReplaceTime() < c->RepairTime())) { c->Replace(); @@ -4915,7 +4915,7 @@ Ship::ExecMaintFrame(double seconds) iter.removeItem(); // emergency power routing (restore): - if (sys->Type() == System::POWER_SOURCE && + if (sys->Type() == System::POWER_SOURCE && sys->Status() == System::NOMINAL) { PowerSource* src = (PowerSource*) sys; int isrc = reactors.index(src); @@ -5028,7 +5028,7 @@ Ship::SetControls(MotionController* m) dir = nav; return; } - + else if (!nav->Complete()) { return; } @@ -5098,7 +5098,7 @@ Ship::IFFColor(int iff) break; } - return c; + return c; } Color -- cgit v1.1