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/Sim.h | 500 +++++++++++++++++++++++++++++----------------------------- 1 file changed, 250 insertions(+), 250 deletions(-) (limited to 'Stars45/Sim.h') diff --git a/Stars45/Sim.h b/Stars45/Sim.h index dd2be8f..67387d2 100644 --- a/Stars45/Sim.h +++ b/Stars45/Sim.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: Sim.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Sim.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Simulation Universe and Region classes + OVERVIEW + ======== + Simulation Universe and Region classes */ #ifndef Sim_h @@ -68,262 +68,262 @@ class Model; class Sim : public Universe { - friend class SimRegion; + friend class SimRegion; public: - enum { REAL_SPACE, AIR_SPACE }; - - Sim(MotionController* ctrl); - virtual ~Sim(); - - static Sim* GetSim() { return sim; } - - virtual void ExecFrame(double seconds); - - void LoadMission(Mission* msn, bool preload_textures=false); - void ExecMission(); - void CommitMission(); - void UnloadMission(); - - void NextView(); - void ShowGrid(int show = true); - bool GridShown() const; - - const char* FindAvailCallsign(int IFF); - Element* CreateElement(const char* callsign, int IFF, int type=0/*PATROL*/); - void DestroyElement(Element* elem); - Ship* CreateShip(const char* name, - const char* reg_num, - ShipDesign* design, - const char* rgn_name, - const Point& loc, - int IFF=0, - int cmd_ai=0, - const int* loadout=0); - Ship* FindShip(const char* name, const char* rgn_name=0); - Shot* CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* d, const Ship* ship=0, SimRegion* rgn=0); - Explosion* CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn=0, SimObject* source=0, System* sys=0); - Debris* CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn=0); - Asteroid* CreateAsteroid(const Point& pos, int type, double mass, SimRegion* rgn=0); - void CreateSplashDamage(Ship* ship); - void CreateSplashDamage(Shot* shot); - void DestroyShip(Ship* ship); - void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck); - - virtual Ship* FindShipByObjID(DWORD objid); - virtual Shot* FindShotByObjID(DWORD objid); - - Mission* GetMission() { return mission; } - List& GetEvents() { return events; } - List& GetRegions() { return regions; } - SimRegion* FindRegion(const char* name); - SimRegion* FindRegion(OrbitalRegion* rgn); - SimRegion* FindNearestSpaceRegion(SimObject* object); - SimRegion* FindNearestSpaceRegion(Orbital* body); - SimRegion* FindNearestTerrainRegion(SimObject* object); - SimRegion* FindNearestRegion(SimObject* object, int type); - bool ActivateRegion(SimRegion* rgn); - - void RequestHyperJump(Ship* obj, - SimRegion* rgn, - const Point& loc, - int type=0, - Ship* fc_src=0, - Ship* fc_dst=0); - - SimRegion* GetActiveRegion() { return active_region; } - StarSystem* GetStarSystem() { return star_system; } - List& GetSystemList(); - Scene* GetScene() { return &scene; } - Ship* GetPlayerShip(); - Element* GetPlayerElement(); - Orbital* FindOrbitalBody(const char* name); - - void SetSelection(Ship* s); - bool IsSelected(Ship* s); - ListIter GetSelection(); - void ClearSelection(); - void AddSelection(Ship* s); - - void SetTestMode(bool t=true); - - bool IsTestMode() const { return test_mode; } - bool IsNetGame() const { return netgame != 0; } - bool IsActive() const; - bool IsComplete() const; - - MotionController* GetControls() const { return ctrl; } - - Element* FindElement(const char* name); - List& GetElements() { return elements; } - - int GetAssignedElements(Element* elem, List& assigned); - - void SkipCutscene(); - void ResolveTimeSkip(double seconds); - void ResolveHyperList(); - void ResolveSplashList(); - - void ExecEvents(double seconds); - void ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0); - double MissionClock() const; - DWORD StartTime() const { return start_time; } - - // Create a list of mission elements based on the current - // state of the simulation. Used for multiplayer join in progress. - ListIter GetMissionElements(); + enum { REAL_SPACE, AIR_SPACE }; + + Sim(MotionController* ctrl); + virtual ~Sim(); + + static Sim* GetSim() { return sim; } + + virtual void ExecFrame(double seconds); + + void LoadMission(Mission* msn, bool preload_textures=false); + void ExecMission(); + void CommitMission(); + void UnloadMission(); + + void NextView(); + void ShowGrid(int show = true); + bool GridShown() const; + + const char* FindAvailCallsign(int IFF); + Element* CreateElement(const char* callsign, int IFF, int type=0/*PATROL*/); + void DestroyElement(Element* elem); + Ship* CreateShip(const char* name, + const char* reg_num, + ShipDesign* design, + const char* rgn_name, + const Point& loc, + int IFF=0, + int cmd_ai=0, + const int* loadout=0); + Ship* FindShip(const char* name, const char* rgn_name=0); + Shot* CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* d, const Ship* ship=0, SimRegion* rgn=0); + Explosion* CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn=0, SimObject* source=0, System* sys=0); + Debris* CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn=0); + Asteroid* CreateAsteroid(const Point& pos, int type, double mass, SimRegion* rgn=0); + void CreateSplashDamage(Ship* ship); + void CreateSplashDamage(Shot* shot); + void DestroyShip(Ship* ship); + void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck); + + virtual Ship* FindShipByObjID(DWORD objid); + virtual Shot* FindShotByObjID(DWORD objid); + + Mission* GetMission() { return mission; } + List& GetEvents() { return events; } + List& GetRegions() { return regions; } + SimRegion* FindRegion(const char* name); + SimRegion* FindRegion(OrbitalRegion* rgn); + SimRegion* FindNearestSpaceRegion(SimObject* object); + SimRegion* FindNearestSpaceRegion(Orbital* body); + SimRegion* FindNearestTerrainRegion(SimObject* object); + SimRegion* FindNearestRegion(SimObject* object, int type); + bool ActivateRegion(SimRegion* rgn); + + void RequestHyperJump(Ship* obj, + SimRegion* rgn, + const Point& loc, + int type=0, + Ship* fc_src=0, + Ship* fc_dst=0); + + SimRegion* GetActiveRegion() { return active_region; } + StarSystem* GetStarSystem() { return star_system; } + List& GetSystemList(); + Scene* GetScene() { return &scene; } + Ship* GetPlayerShip(); + Element* GetPlayerElement(); + Orbital* FindOrbitalBody(const char* name); + + void SetSelection(Ship* s); + bool IsSelected(Ship* s); + ListIter GetSelection(); + void ClearSelection(); + void AddSelection(Ship* s); + + void SetTestMode(bool t=true); + + bool IsTestMode() const { return test_mode; } + bool IsNetGame() const { return netgame != 0; } + bool IsActive() const; + bool IsComplete() const; + + MotionController* GetControls() const { return ctrl; } + + Element* FindElement(const char* name); + List& GetElements() { return elements; } + + int GetAssignedElements(Element* elem, List& assigned); + + void SkipCutscene(); + void ResolveTimeSkip(double seconds); + void ResolveHyperList(); + void ResolveSplashList(); + + void ExecEvents(double seconds); + void ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0); + double MissionClock() const; + DWORD StartTime() const { return start_time; } + + // Create a list of mission elements based on the current + // state of the simulation. Used for multiplayer join in progress. + ListIter GetMissionElements(); protected: - void CreateRegions(); - void CreateElements(); - void CopyEvents(); - void BuildLinks(); - - // Convert a single live element into a mission element - // that can be serialized over the net. - MissionElement* CreateMissionElement(Element* elem); - Hangar* FindSquadron(const char* name, int& index); - - static Sim* sim; - SimRegion* active_region; - StarSystem* star_system; - Scene scene; - Dust* dust; - CameraDirector* cam_dir; - - List regions; - List rgn_queue; - List jumplist; - List splashlist; - List elements; - List finished; - List events; - List mission_elements; - - MotionController* ctrl; - - bool test_mode; - bool grid_shown; - Mission* mission; - - NetGame* netgame; - DWORD start_time; + void CreateRegions(); + void CreateElements(); + void CopyEvents(); + void BuildLinks(); + + // Convert a single live element into a mission element + // that can be serialized over the net. + MissionElement* CreateMissionElement(Element* elem); + Hangar* FindSquadron(const char* name, int& index); + + static Sim* sim; + SimRegion* active_region; + StarSystem* star_system; + Scene scene; + Dust* dust; + CameraDirector* cam_dir; + + List regions; + List rgn_queue; + List jumplist; + List splashlist; + List elements; + List finished; + List events; + List mission_elements; + + MotionController* ctrl; + + bool test_mode; + bool grid_shown; + Mission* mission; + + NetGame* netgame; + DWORD start_time; }; // +--------------------------------------------------------------------+ class SimRegion { - friend class Sim; + friend class Sim; public: - static const char* TYPENAME() { return "SimRegion"; } - - enum { REAL_SPACE, AIR_SPACE }; - - SimRegion(Sim* sim, const char* name, int type); - SimRegion(Sim* sim, OrbitalRegion* rgn); - virtual ~SimRegion(); - - int operator == (const SimRegion& r) const { return (sim==r.sim) && (name==r.name); } - int operator < (const SimRegion& r) const; - int operator <= (const SimRegion& r) const; - - virtual void Activate(); - virtual void Deactivate(); - virtual void ExecFrame(double seconds); - void ShowGrid(int show = true); - void NextView(); - Ship* FindShip(const char* name); - Ship* GetPlayerShip() { return player_ship; } - void SetPlayerShip(Ship* ship); - OrbitalRegion* GetOrbitalRegion() { return orbital_region; } - Terrain* GetTerrain() { return terrain; } - bool IsActive() const { return active; } - bool IsAirSpace() const { return type == AIR_SPACE; } - bool IsOrbital() const { return type == REAL_SPACE; } - bool CanTimeSkip()const; - - virtual Ship* FindShipByObjID(DWORD objid); - virtual Shot* FindShotByObjID(DWORD objid); - - virtual void InsertObject(Ship* ship); - virtual void InsertObject(Shot* shot); - virtual void InsertObject(Explosion* explosion); - virtual void InsertObject(Debris* debris); - virtual void InsertObject(Asteroid* asteroid); - - const char* Name() const { return name; } - int Type() const { return type; } - int NumShips() { return ships.size(); } - List& Ships() { return ships; } - List& Carriers() { return carriers; } - List& Shots() { return shots; } - List& Drones() { return drones; } - List& Rocks() { return debris; } - List& Roids() { return asteroids; } - List& Explosions() { return explosions; } - List& Links() { return links; } - StarSystem* System() { return star_system; } - - Point Location() const { return location; } - - void SetSelection(Ship* s); - bool IsSelected(Ship* s); - ListIter GetSelection(); - void ClearSelection(); - void AddSelection(Ship* s); - - List& TrackList(int iff); - - void ResolveTimeSkip(double seconds); + static const char* TYPENAME() { return "SimRegion"; } + + enum { REAL_SPACE, AIR_SPACE }; + + SimRegion(Sim* sim, const char* name, int type); + SimRegion(Sim* sim, OrbitalRegion* rgn); + virtual ~SimRegion(); + + int operator == (const SimRegion& r) const { return (sim==r.sim) && (name==r.name); } + int operator < (const SimRegion& r) const; + int operator <= (const SimRegion& r) const; + + virtual void Activate(); + virtual void Deactivate(); + virtual void ExecFrame(double seconds); + void ShowGrid(int show = true); + void NextView(); + Ship* FindShip(const char* name); + Ship* GetPlayerShip() { return player_ship; } + void SetPlayerShip(Ship* ship); + OrbitalRegion* GetOrbitalRegion() { return orbital_region; } + Terrain* GetTerrain() { return terrain; } + bool IsActive() const { return active; } + bool IsAirSpace() const { return type == AIR_SPACE; } + bool IsOrbital() const { return type == REAL_SPACE; } + bool CanTimeSkip()const; + + virtual Ship* FindShipByObjID(DWORD objid); + virtual Shot* FindShotByObjID(DWORD objid); + + virtual void InsertObject(Ship* ship); + virtual void InsertObject(Shot* shot); + virtual void InsertObject(Explosion* explosion); + virtual void InsertObject(Debris* debris); + virtual void InsertObject(Asteroid* asteroid); + + const char* Name() const { return name; } + int Type() const { return type; } + int NumShips() { return ships.size(); } + List& Ships() { return ships; } + List& Carriers() { return carriers; } + List& Shots() { return shots; } + List& Drones() { return drones; } + List& Rocks() { return debris; } + List& Roids() { return asteroids; } + List& Explosions() { return explosions; } + List& Links() { return links; } + StarSystem* System() { return star_system; } + + Point Location() const { return location; } + + void SetSelection(Ship* s); + bool IsSelected(Ship* s); + ListIter GetSelection(); + void ClearSelection(); + void AddSelection(Ship* s); + + List& TrackList(int iff); + + void ResolveTimeSkip(double seconds); protected: - void CommitMission(); - void TranslateObject(SimObject* object); - - void AttachPlayerShip(int index); - void DestroyShips(); - void DestroyShip(Ship* ship); - void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck); - - void UpdateSky(double seconds, const Point& ref); - void UpdateShips(double seconds); - void UpdateShots(double seconds); - void UpdateExplosions(double seconds); - void UpdateTracks(double seconds); - - void DamageShips(); - void CollideShips(); - void CrashShips(); - void DockShips(); - - Sim* sim; - Text name; - int type; - StarSystem* star_system; - OrbitalRegion* orbital_region; - Point location; - Grid* grid; - Terrain* terrain; - bool active; - - Ship* player_ship; - int current_view; - List ships; - List carriers; - List selection; - List dead_ships; - List shots; - List drones; - List explosions; - List debris; - List asteroids; - List track_database[5]; - List links; - - DWORD sim_time; - int ai_index; + void CommitMission(); + void TranslateObject(SimObject* object); + + void AttachPlayerShip(int index); + void DestroyShips(); + void DestroyShip(Ship* ship); + void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck); + + void UpdateSky(double seconds, const Point& ref); + void UpdateShips(double seconds); + void UpdateShots(double seconds); + void UpdateExplosions(double seconds); + void UpdateTracks(double seconds); + + void DamageShips(); + void CollideShips(); + void CrashShips(); + void DockShips(); + + Sim* sim; + Text name; + int type; + StarSystem* star_system; + OrbitalRegion* orbital_region; + Point location; + Grid* grid; + Terrain* terrain; + bool active; + + Ship* player_ship; + int current_view; + List ships; + List carriers; + List selection; + List dead_ships; + List shots; + List drones; + List explosions; + List debris; + List asteroids; + List track_database[5]; + List links; + + DWORD sim_time; + int ai_index; }; #endif Sim_h -- cgit v1.1