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DtIfIndirectArtilleryData Class Reference

Data container for Indirect Artillery. More...

Inheritance diagram for DtIfIndirectArtilleryData:
Inheritance graph
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Public Member Functions

 DtIfIndirectArtilleryData ()
 DtIfIndirectArtilleryData (const DtIfIndirectArtilleryData &)
const DtIfIndirectArtilleryDataoperator= (const DtIfIndirectArtilleryData &)
virtual bool update (const DtIfIndirectArtilleryData &)
 like operator =, except return true if the contents were actually modified, false if they were unchanged by the assignment.
virtual ~DtIfIndirectArtilleryData ()
virtual void setExtendedData (const std::map< std::string, std::string > &)
const std::map< std::string,
std::string > & 
extendedData () const
std::map< std::string,
std::string > & 
extendedData ()
bool modifyColor () const
bool modifyAttachedTo () const
bool modifyOverlay () const
bool modifyUserData () const
virtual void setMarkingText (const DtString &)
 Set the marking text of this overlay object.
virtual const DtStringmarkingText () const
virtual void setUUID (const DtUUID &)
 Set the uuid of this overlay object.
virtual const DtUUIDuuid () const
virtual const DtList & vertices () const
 Set and return vertices.
virtual void setVertices (const DtList &)
virtual void setUserData (const char *userData, int iLen)
 Set and return user Data.
virtual const charuserData () const
virtual int userDataLen () const
virtual void setOverlay (const DtString &parentName)
 Set the overlay of this overlay object.
virtual const DtStringoverlay () const
virtual void setLabel (const DtString &label)
 Set the parent name of this overlay object.
virtual const DtStringlabel () const
virtual void setForce (const DtForceType &forceType)
 Set the parent name of this overlay object.
virtual const DtForceType force () const
virtual void setAppearance (const DtAppearance &appearance)
 Set the parent name of this overlay object.
virtual const DtAppearance & appearance () const
virtual void setAttachment (const DtUUID &attachTo)
 Set the attachment name of this overlay object.
virtual const DtUUIDattachment () const
 Was: attachmentName.
virtual void setKeepExistingAttachment (bool keepExisting)
 Set the keep attachment flag.
virtual bool keepExistingAttachment () const
virtual void setColor (int color)
 Set the color of the object.
virtual int color () const
virtual void setStartTimeImmediate (bool value)
 If true, then the artillery start time will be treated as the same time that the object is created.
virtual bool startTimeImmediate () const
virtual void setWaitForActivation (bool value)
 If true, then the artillery will not start until the object is activated from a set activate tactical graphic set command.
virtual bool waitForActivation () const
virtual void setStartTime (int)
 Set and return the time the first salvo will arrive.
virtual int startTime () const
virtual void setTimeBetweenSalvos (int)
 Set and return the time between salvos.
virtual int timeBetweenSalvos () const
virtual void setScatterTime (double)
 Set and return the time over which an individual salvo will arrive.
virtual double scatterTime () const
virtual void setNumberOfSalvos (int)
 Set and return the number of salvos to deliver.
virtual int numberOfSalvos () const
virtual void setRoundsPerSalvo (int)
 Set and return the number of rounds per salvo.
virtual int roundsPerSalvo () const
virtual void setAltitudeAboveTerrain (double)
 Set and return the altitude above the terrain (in meters) to detonate the salvo.
virtual double altitudeAboveTerrain () const
virtual void setWindDirection (double)
 Set and return the direction of the windage offset. The direction from indicated centroid to impact centroid.
virtual double windDirection () const
virtual void setWindDistance (int)
 Set and return the direction of the windage offset. The direction from indicated centroid to impact centroid.
virtual int windDistance () const
virtual void setMunitionType (const DtEntityType &)
 Set and return the direction of the windage offset. The direction from indicated centroid to impact centroid.
virtual void setMunitionType (const DtString &)
virtual const DtEntityType & munitionType () const
virtual size_t size () const
 Encode/decode to a buffer.
virtual charencode (char *buffer) const
virtual const chardecode (const char *buffer)

Protected Attributes

DtForceType myForceType
bool myKeepExistingAttachment
int myColor
DtAppearance myAppearance
int myUserDataLen
int myModificationFlags
bool myStartTimeImmediate
bool myWaitForActivation
int myStartTime
int myTimeBetweenSalvos
double myScatterTime
int myNumberOfSalvos
int myRoundsPerSalvo
double myWindDirection
int myWindDistance
std::map< std::string,
std::string > 
myExtendedData
DtEntityType myMunitionType
const charmyUserData
DtString myMarkingText
DtString myOverlay
DtUUID myAttachment
DtUUID myUUID
DtString myLabel
DtList myVertices
double myAltitudeAboveTerrain

Detailed Description

Data container for Indirect Artillery.

Should contain nothing but mutators, accessors and data. Use this as a muliply inherited mix in for entities that need indirect artillery data

Constructor & Destructor Documentation

DtIfIndirectArtilleryData::DtIfIndirectArtilleryData ( )
DtIfIndirectArtilleryData::DtIfIndirectArtilleryData ( const DtIfIndirectArtilleryData )
virtual DtIfIndirectArtilleryData::~DtIfIndirectArtilleryData ( )
virtual

Member Function Documentation

const DtIfIndirectArtilleryData& DtIfIndirectArtilleryData::operator= ( const DtIfIndirectArtilleryData )
virtual bool DtIfIndirectArtilleryData::update ( const DtIfIndirectArtilleryData )
virtual

like operator =, except return true if the contents were actually modified, false if they were unchanged by the assignment.

virtual void DtIfIndirectArtilleryData::setMarkingText ( const DtString )
virtual

Set the marking text of this overlay object.

virtual const DtString& DtIfIndirectArtilleryData::markingText ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setUUID ( const DtUUID )
virtual

Set the uuid of this overlay object.

virtual const DtUUID& DtIfIndirectArtilleryData::uuid ( ) const
virtual
virtual const DtList& DtIfIndirectArtilleryData::vertices ( ) const
virtual

Set and return vertices.

virtual void DtIfIndirectArtilleryData::setVertices ( const DtList &  )
virtual
virtual void DtIfIndirectArtilleryData::setUserData ( const char userData,
int  iLen 
)
virtual

Set and return user Data.

Class will make a shallow copy of user data. Caller is responsible for managing ptr which is passed in!

virtual const char* DtIfIndirectArtilleryData::userData ( ) const
virtual
virtual int DtIfIndirectArtilleryData::userDataLen ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setOverlay ( const DtString parentName)
virtual

Set the overlay of this overlay object.

virtual const DtString& DtIfIndirectArtilleryData::overlay ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setLabel ( const DtString label)
virtual

Set the parent name of this overlay object.

virtual const DtString& DtIfIndirectArtilleryData::label ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setForce ( const DtForceType &  forceType)
virtual

Set the parent name of this overlay object.

virtual const DtForceType DtIfIndirectArtilleryData::force ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setAppearance ( const DtAppearance &  appearance)
virtual

Set the parent name of this overlay object.

virtual const DtAppearance& DtIfIndirectArtilleryData::appearance ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setAttachment ( const DtUUID attachTo)
virtual

Set the attachment name of this overlay object.

Was: setAttachmentName

virtual const DtUUID& DtIfIndirectArtilleryData::attachment ( ) const
virtual

Was: attachmentName.

virtual void DtIfIndirectArtilleryData::setKeepExistingAttachment ( bool  keepExisting)
virtual

Set the keep attachment flag.

virtual bool DtIfIndirectArtilleryData::keepExistingAttachment ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setColor ( int  color)
virtual

Set the color of the object.

virtual int DtIfIndirectArtilleryData::color ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setStartTimeImmediate ( bool  value)
virtual

If true, then the artillery start time will be treated as the same time that the object is created.

virtual bool DtIfIndirectArtilleryData::startTimeImmediate ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setWaitForActivation ( bool  value)
virtual

If true, then the artillery will not start until the object is activated from a set activate tactical graphic set command.

If wait for activation AND start time immediate is true, wait time activation takes precedence

virtual bool DtIfIndirectArtilleryData::waitForActivation ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setStartTime ( int  )
virtual

Set and return the time the first salvo will arrive.

virtual int DtIfIndirectArtilleryData::startTime ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setTimeBetweenSalvos ( int  )
virtual

Set and return the time between salvos.

virtual int DtIfIndirectArtilleryData::timeBetweenSalvos ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setScatterTime ( double  )
virtual

Set and return the time over which an individual salvo will arrive.

virtual double DtIfIndirectArtilleryData::scatterTime ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setNumberOfSalvos ( int  )
virtual

Set and return the number of salvos to deliver.

virtual int DtIfIndirectArtilleryData::numberOfSalvos ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setRoundsPerSalvo ( int  )
virtual

Set and return the number of rounds per salvo.

virtual int DtIfIndirectArtilleryData::roundsPerSalvo ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setAltitudeAboveTerrain ( double  )
virtual

Set and return the altitude above the terrain (in meters) to detonate the salvo.

virtual double DtIfIndirectArtilleryData::altitudeAboveTerrain ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setWindDirection ( double  )
virtual

Set and return the direction of the windage offset. The direction from indicated centroid to impact centroid.

virtual double DtIfIndirectArtilleryData::windDirection ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setWindDistance ( int  )
virtual

Set and return the direction of the windage offset. The direction from indicated centroid to impact centroid.

virtual int DtIfIndirectArtilleryData::windDistance ( ) const
virtual
virtual void DtIfIndirectArtilleryData::setMunitionType ( const DtEntityType &  )
virtual

Set and return the direction of the windage offset. The direction from indicated centroid to impact centroid.

virtual void DtIfIndirectArtilleryData::setMunitionType ( const DtString )
virtual
virtual const DtEntityType& DtIfIndirectArtilleryData::munitionType ( ) const
virtual
virtual size_t DtIfIndirectArtilleryData::size ( ) const
virtual

Encode/decode to a buffer.

virtual char* DtIfIndirectArtilleryData::encode ( char buffer) const
virtual
virtual const char* DtIfIndirectArtilleryData::decode ( const char buffer)
virtual
virtual void DtIfIndirectArtilleryData::setExtendedData ( const std::map< std::string, std::string > &  )
virtual
const std::map<std::string, std::string>& DtIfIndirectArtilleryData::extendedData ( ) const
std::map<std::string, std::string>& DtIfIndirectArtilleryData::extendedData ( )
bool DtIfIndirectArtilleryData::modifyColor ( ) const
inline

References DtModifyOverlayColor.

bool DtIfIndirectArtilleryData::modifyAttachedTo ( ) const
inline
bool DtIfIndirectArtilleryData::modifyOverlay ( ) const
inline

References DtModifyOverlayParent.

bool DtIfIndirectArtilleryData::modifyUserData ( ) const
inline

Member Data Documentation

DtForceType DtIfIndirectArtilleryData::myForceType
protected
bool DtIfIndirectArtilleryData::myKeepExistingAttachment
protected
int DtIfIndirectArtilleryData::myColor
protected
DtAppearance DtIfIndirectArtilleryData::myAppearance
protected
int DtIfIndirectArtilleryData::myUserDataLen
protected
int DtIfIndirectArtilleryData::myModificationFlags
protected
bool DtIfIndirectArtilleryData::myStartTimeImmediate
protected
bool DtIfIndirectArtilleryData::myWaitForActivation
protected
int DtIfIndirectArtilleryData::myStartTime
protected
int DtIfIndirectArtilleryData::myTimeBetweenSalvos
protected
double DtIfIndirectArtilleryData::myScatterTime
protected
int DtIfIndirectArtilleryData::myNumberOfSalvos
protected
int DtIfIndirectArtilleryData::myRoundsPerSalvo
protected
double DtIfIndirectArtilleryData::myWindDirection
protected
int DtIfIndirectArtilleryData::myWindDistance
protected
std::map<std::string, std::string> DtIfIndirectArtilleryData::myExtendedData
protected
DtEntityType DtIfIndirectArtilleryData::myMunitionType
protected
const char* DtIfIndirectArtilleryData::myUserData
protected
DtString DtIfIndirectArtilleryData::myMarkingText
protected
DtString DtIfIndirectArtilleryData::myOverlay
protected
DtUUID DtIfIndirectArtilleryData::myAttachment
protected
DtUUID DtIfIndirectArtilleryData::myUUID
protected
DtString DtIfIndirectArtilleryData::myLabel
protected
DtList DtIfIndirectArtilleryData::myVertices
protected
double DtIfIndirectArtilleryData::myAltitudeAboveTerrain
protected

The documentation for this class was generated from the following file:

Document ID: Generated on Fri Apr 26 21:53:14 EDT 2019 from SVN revision 197883
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