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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/Shot.h | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/Shot.h')
-rw-r--r-- | Stars45/Shot.h | 282 |
1 files changed, 153 insertions, 129 deletions
diff --git a/Stars45/Shot.h b/Stars45/Shot.h index 2721a71..4ea013c 100644 --- a/Stars45/Shot.h +++ b/Stars45/Shot.h @@ -1,129 +1,153 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Shot.h
- 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
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: Shot.h + 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 + |