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/System.h | 280 +++++++++++++++++++++++++++---------------------------- 1 file changed, 140 insertions(+), 140 deletions(-) (limited to 'Stars45/System.h') diff --git a/Stars45/System.h b/Stars45/System.h index 61cefbe..8b6b480 100644 --- a/Stars45/System.h +++ b/Stars45/System.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: System.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: System.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Generic ship System class + OVERVIEW + ======== + Generic ship System class */ #ifndef System_h @@ -32,142 +32,142 @@ class SystemDesign; class System { - friend Component; + friend Component; public: - static const char* TYPENAME() { return "System"; } - - enum CATEGORY { MISC_SYSTEM=0, DRIVE=1, WEAPON, SHIELD, SENSOR, - COMPUTER, POWER_SOURCE, FLIGHT_DECK, FARCASTER }; - enum STATUS { DESTROYED, CRITICAL, DEGRADED, NOMINAL, MAINT }; - enum POWER_FLAGS { POWER_WATTS=1, POWER_CRITICAL=2 }; - - System(CATEGORY t, int s, const char* n, int maxv, - double energy=0, double capacity=100, double sink_rate=1); - System(const System& s); - virtual ~System(); - - int operator==(const System& s) const { return this == &s; } - - CATEGORY Type() const { return type; } - int Subtype() const { return subtype; } - const char* Name() const { return name; } - const char* Abbreviation() const { return abrv; } - - void SetName(const char* n) { name = n; } - void SetAbbreviation(const char* a) { abrv = a; } - void SetDesign(SystemDesign* d); - - virtual int Value() const { return (int) (max_value*availability*100); } - int MaxValue() const { return (int) (max_value*100); } - STATUS Status() const { return status; } - double Availability() const { return availability*100; } - double Safety() const { return safety*100; } - double Stability() const { return stability*100; } - virtual void CalcStatus(); - virtual void Repair(); - - double NetAvail() const { return net_avail; } - void SetNetAvail(double d){ net_avail = (float) d; } - - List& GetComponents() { return components; } - - virtual void ApplyDamage(double damage); - virtual void ExecFrame(double seconds); - virtual void ExecMaintFrame(double seconds); - virtual void DoEMCON(int emcon); - - // PHYSICAL LOCATION (for inflicting system damage): - virtual void Orient(const Physical* rep); - virtual void Mount(Point loc, float radius, float hull_factor=0.5f); - virtual void Mount(const System& system); - - Point MountLocation() const { return mount_loc; } - double Radius() const { return radius; } - double HullProtection() const { return hull_factor; } - - // POWER UTILIZATION: - bool IsPowerCritical() const { return (power_flags & POWER_CRITICAL)?true:false; } - bool UsesWatts() const { return (power_flags & POWER_WATTS)?true:false; } - - virtual double GetRequest(double seconds) const; - virtual void Distribute(double delivered_energy, double seconds); - - int GetSourceIndex() const { return source_index; } - void SetSourceIndex(int i) { source_index = i; } - - virtual int Charge() const { return (int) (100 * energy/capacity); } - - bool IsPowerOn() const { return power_on; } - virtual void PowerOn() { power_on = true; } - virtual void PowerOff() { power_on = false; } - - // percentage, but stored as 0-1 - virtual double GetPowerLevel() const { return power_level * 100; } - virtual void SetPowerLevel(double level); - virtual void SetOverride(bool over); - - // for power drain damage: - virtual void DrainPower(double to_level); - - void SetCapacity(double c) { capacity = (float) c; } - double GetCapacity() const { return capacity; } - double GetEnergy() const { return energy; } - double GetSinkRate() const { return sink_rate; } - void SetEMCONPower(int emcon, int power_level); - int GetEMCONPower(int emcon); - - int GetExplosionType() const { return explosion_type; } - void SetExplosionType(int t) { explosion_type = t; } - - Ship* GetShip() const { return ship; } - void SetShip(Ship* s) { ship = s; } - int GetID() const { return id; } - void SetID(int n) { id = n; } + static const char* TYPENAME() { return "System"; } + + enum CATEGORY { MISC_SYSTEM=0, DRIVE=1, WEAPON, SHIELD, SENSOR, + COMPUTER, POWER_SOURCE, FLIGHT_DECK, FARCASTER }; + enum STATUS { DESTROYED, CRITICAL, DEGRADED, NOMINAL, MAINT }; + enum POWER_FLAGS { POWER_WATTS=1, POWER_CRITICAL=2 }; + + System(CATEGORY t, int s, const char* n, int maxv, + double energy=0, double capacity=100, double sink_rate=1); + System(const System& s); + virtual ~System(); + + int operator==(const System& s) const { return this == &s; } + + CATEGORY Type() const { return type; } + int Subtype() const { return subtype; } + const char* Name() const { return name; } + const char* Abbreviation() const { return abrv; } + + void SetName(const char* n) { name = n; } + void SetAbbreviation(const char* a) { abrv = a; } + void SetDesign(SystemDesign* d); + + virtual int Value() const { return (int) (max_value*availability*100); } + int MaxValue() const { return (int) (max_value*100); } + STATUS Status() const { return status; } + double Availability() const { return availability*100; } + double Safety() const { return safety*100; } + double Stability() const { return stability*100; } + virtual void CalcStatus(); + virtual void Repair(); + + double NetAvail() const { return net_avail; } + void SetNetAvail(double d){ net_avail = (float) d; } + + List& GetComponents() { return components; } + + virtual void ApplyDamage(double damage); + virtual void ExecFrame(double seconds); + virtual void ExecMaintFrame(double seconds); + virtual void DoEMCON(int emcon); + + // PHYSICAL LOCATION (for inflicting system damage): + virtual void Orient(const Physical* rep); + virtual void Mount(Point loc, float radius, float hull_factor=0.5f); + virtual void Mount(const System& system); + + Point MountLocation() const { return mount_loc; } + double Radius() const { return radius; } + double HullProtection() const { return hull_factor; } + + // POWER UTILIZATION: + bool IsPowerCritical() const { return (power_flags & POWER_CRITICAL)?true:false; } + bool UsesWatts() const { return (power_flags & POWER_WATTS)?true:false; } + + virtual double GetRequest(double seconds) const; + virtual void Distribute(double delivered_energy, double seconds); + + int GetSourceIndex() const { return source_index; } + void SetSourceIndex(int i) { source_index = i; } + + virtual int Charge() const { return (int) (100 * energy/capacity); } + + bool IsPowerOn() const { return power_on; } + virtual void PowerOn() { power_on = true; } + virtual void PowerOff() { power_on = false; } + + // percentage, but stored as 0-1 + virtual double GetPowerLevel() const { return power_level * 100; } + virtual void SetPowerLevel(double level); + virtual void SetOverride(bool over); + + // for power drain damage: + virtual void DrainPower(double to_level); + + void SetCapacity(double c) { capacity = (float) c; } + double GetCapacity() const { return capacity; } + double GetEnergy() const { return energy; } + double GetSinkRate() const { return sink_rate; } + void SetEMCONPower(int emcon, int power_level); + int GetEMCONPower(int emcon); + + int GetExplosionType() const { return explosion_type; } + void SetExplosionType(int t) { explosion_type = t; } + + Ship* GetShip() const { return ship; } + void SetShip(Ship* s) { ship = s; } + int GetID() const { return id; } + void SetID(int n) { id = n; } protected: - // AI information: - CATEGORY type; - Ship* ship; - int id; - int subtype; - int max_value; - - // Displayable name: - Text name; - Text abrv; - - // System health status: - STATUS status; - float crit_level; - float availability; - float safety; - float stability; - float safety_overload; - float net_avail; - - // Mounting: - Point mount_loc; // world space - Point mount_rel; // object space - float radius; - float hull_factor; - - // Power Sink: - float energy; - float capacity; - float sink_rate; - float power_level; - int source_index; - DWORD power_flags; - bool power_on; - BYTE emcon_power[3]; - BYTE emcon; - - int explosion_type; - - // Subcomponents: - SystemDesign* design; - List components; + // AI information: + CATEGORY type; + Ship* ship; + int id; + int subtype; + int max_value; + + // Displayable name: + Text name; + Text abrv; + + // System health status: + STATUS status; + float crit_level; + float availability; + float safety; + float stability; + float safety_overload; + float net_avail; + + // Mounting: + Point mount_loc; // world space + Point mount_rel; // object space + float radius; + float hull_factor; + + // Power Sink: + float energy; + float capacity; + float sink_rate; + float power_level; + int source_index; + DWORD power_flags; + bool power_on; + BYTE emcon_power[3]; + BYTE emcon; + + int explosion_type; + + // Subcomponents: + SystemDesign* design; + List components; }; #endif System_h -- cgit v1.1