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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/Shot.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/Shot.h')
-rw-r--r--Stars45/Shot.h128
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diff --git a/Stars45/Shot.h b/Stars45/Shot.h
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-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Laser and Missile class
-*/
-
-#ifndef Shot_h
-#define Shot_h
-
-#include "Types.h"
-#include "Geometry.h"
-#include "SimObject.h"
-#include "Color.h"
-
-// +--------------------------------------------------------------------+
-
-class Camera;
-class Ship;
-class Trail;
-class System;
-class WeaponDesign;
-class Sprite;
-class Sound;
-
-// +--------------------------------------------------------------------+
-
-class Shot : public SimObject,
-public SimObserver
-{
-public:
- static const char* TYPENAME() { return "Shot"; }
-
- Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0);
- virtual ~Shot();
-
- virtual void SeekTarget(SimObject* target, System* sub=0);
- virtual void ExecFrame(double factor);
- static void Initialize();
- static void Close();
-
- virtual void Activate(Scene& scene);
- virtual void Deactivate(Scene& scene);
-
- const Ship* Owner() const { return owner; }
- double Damage() const;
- int ShotType() const { return type; }
- virtual SimObject* GetTarget() const;
-
- virtual bool IsPrimary() const { return primary; }
- virtual bool IsDrone() const { return false; }
- virtual bool IsDecoy() const { return false; }
- virtual bool IsProbe() const { return false; }
- virtual bool IsMissile() const { return !primary; }
- virtual bool IsArmed() const { return armed; }
- virtual bool IsBeam() const { return beam; }
- virtual bool IsFlak() const;
- virtual bool IsHostileTo(const SimObject* o) const;
-
- bool HitTarget() const { return hit_target; }
- void SetHitTarget(bool h) { hit_target = h; }
-
- virtual bool IsTracking(Ship* tgt) const;
- virtual double PCS() const { return 0; }
- virtual double ACS() const { return 0; }
- virtual int GetIFF() const;
- virtual Color MarkerColor() const;
-
- const Point& Origin() const { return origin; }
- float Charge() const { return charge; }
- void SetCharge(float c);
- double Length() const;
- Graphic* GetTrail() const { return (Graphic*) trail; }
- void SetFuse(double seconds);
-
- void SetBeamPoints(const Point& from, const Point& to);
- virtual void Disarm();
- virtual void Destroy();
-
- const WeaponDesign* Design() const { return design; }
- const char* DesignName() const;
- int GetEta() const { return eta; }
- void SetEta(int t) { eta = t; }
-
- double AltitudeMSL() const;
- double AltitudeAGL() const;
-
- // SimObserver interface:
- virtual bool Update(SimObject* obj);
- virtual const char* GetObserverName() const;
-
- int operator == (const Shot& s) const { return id == s.id; }
-
-protected:
- const Ship* owner;
-
- int type;
- float base_damage;
- float charge;
- float offset;
- float altitude_agl;
- short eta;
- BYTE iff_code;
- bool first_frame;
- bool primary;
- bool beam;
- bool armed;
- bool hit_target;
-
- Sprite* flash; // muzzle flash
- Sprite* flare; // drive flare
- Trail* trail; // exhaust trail
-
- Sound* sound;
- WeaponDesign* design;
-
- // for beam weapons:
- Point origin;
-};
-
-#endif // Shot_h
-