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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/WeaponGroup.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/WeaponGroup.cpp')
-rw-r--r-- | Stars45/WeaponGroup.cpp | 346 |
1 files changed, 0 insertions, 346 deletions
diff --git a/Stars45/WeaponGroup.cpp b/Stars45/WeaponGroup.cpp deleted file mode 100644 index 5519c68..0000000 --- a/Stars45/WeaponGroup.cpp +++ /dev/null @@ -1,346 +0,0 @@ -/* 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 - ======== - Weapon Control Category (Group) class -*/ - -#include "WeaponGroup.h" -#include "Ship.h" - -// +----------------------------------------------------------------------+ - -WeaponGroup::WeaponGroup(const char* n) - : selected(0), trigger(false), orders(Weapon::MANUAL), - control(Weapon::SINGLE_FIRE), sweep(Weapon::SWEEP_TIGHT), - mass(0.0f), resist(0.0f), name(n), ammo(0) -{ } - -// +--------------------------------------------------------------------+ - -WeaponGroup::~WeaponGroup() -{ - weapons.destroy(); -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::SetName(const char* n) -{ - name = n; -} - -void -WeaponGroup::SetAbbreviation(const char* a) -{ - abrv = a; -} - -// +--------------------------------------------------------------------+ - -bool -WeaponGroup::IsPrimary() const -{ - if (weapons.size() > 0) - return weapons[0]->IsPrimary(); - - return false; -} - -bool -WeaponGroup::IsDrone() const -{ - if (weapons.size() > 0) - return weapons[0]->IsDrone(); - - return false; -} - -bool -WeaponGroup::IsDecoy() const -{ - if (weapons.size() > 0) - return weapons[0]->IsDecoy(); - - return false; -} - -bool -WeaponGroup::IsProbe() const -{ - if (weapons.size() > 0) - return weapons[0]->IsProbe(); - - return false; -} - -bool -WeaponGroup::IsMissile() const -{ - if (weapons.size() > 0) - return weapons[0]->IsMissile(); - - return false; -} - -bool -WeaponGroup::IsBeam() const -{ - if (weapons.size() > 0) - return weapons[0]->IsBeam(); - - return false; -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::AddWeapon(Weapon* w) -{ - weapons.append(w); -} - -int -WeaponGroup::NumWeapons() const -{ - return weapons.size(); -} - -List<Weapon>& -WeaponGroup::GetWeapons() -{ - return weapons; -} - -bool -WeaponGroup::Contains(const Weapon* w) const -{ - return weapons.contains(w)?true:false; -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::SelectWeapon(int n) -{ - if (n >= 0 && n < weapons.size()) - selected = n; -} - -void -WeaponGroup::CycleWeapon() -{ - selected++; - - if (selected >= weapons.size()) - selected = 0; -} - -Weapon* -WeaponGroup::GetWeapon(int n) const -{ - if (n >= 0 && n < weapons.size()) - return weapons[n]; - - return 0; -} - -Weapon* -WeaponGroup::GetSelected() const -{ - return weapons[selected]; -} - -bool -WeaponGroup::CanTarget(DWORD tgt_class) const -{ - if (selected >= 0 && selected < weapons.size()) - return weapons[selected]->CanTarget(tgt_class); - - return false; -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::ExecFrame(double seconds) -{ - ammo = 0; - mass = 0.0f; - resist = 0.0f; - - ListIter<Weapon> iter = weapons; - while (++iter) { - Weapon* w = iter.value(); - w->ExecFrame(seconds); - - ammo += w->Ammo(); - mass += w->Mass(); - resist += w->Resistance(); - } -} - -void -WeaponGroup::CheckAmmo() -{ - ammo = 0; - mass = 0.0f; - resist = 0.0f; - - ListIter<Weapon> iter = weapons; - while (++iter) { - Weapon* w = iter.value(); - - ammo += w->Ammo(); - mass += w->Mass(); - resist += w->Resistance(); - } -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::SetTarget(SimObject* target, System* subtarget) -{ - ListIter<Weapon> w = weapons; - while (++w) - w->SetTarget(target, subtarget); -} - -SimObject* -WeaponGroup::GetTarget() const -{ - SimObject* target = 0; - - if (weapons.size()) - target = weapons[0]->GetTarget(); - - return target; -} - -System* -WeaponGroup::GetSubTarget() const -{ - System* subtarget = 0; - - if (weapons.size()) - subtarget = weapons[0]->GetSubTarget(); - - return subtarget; -} - -void -WeaponGroup::DropTarget() -{ - ListIter<Weapon> w = weapons; - while (++w) - w->SetTarget(0, 0); -} - -// +--------------------------------------------------------------------+ - -WeaponDesign* -WeaponGroup::GetDesign() const -{ - if (selected >= 0 && selected < weapons.size()) - return (WeaponDesign*) weapons[selected]->Design(); - - return 0; -} - -// +--------------------------------------------------------------------+ - -int -WeaponGroup::Status() const -{ - int status = System::NOMINAL; - int critical = true; - - ListIter<Weapon> iter = (List<Weapon>&) weapons; // cast-away const - while (++iter) { - Weapon* w = iter.value(); - - if (w->Status() < System::NOMINAL) - status = System::DEGRADED; - - if (w->Status() > System::CRITICAL) - critical = false; - } - - if (critical) - return System::CRITICAL; - - return status; -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::SetFiringOrders(int o) -{ - orders = o; - - ListIter<Weapon> w = weapons; - while (++w) - w->SetFiringOrders(orders); -} - -void -WeaponGroup::SetControlMode(int m) -{ - control = m; - - ListIter<Weapon> w = weapons; - while (++w) - w->SetControlMode(control); -} - -void -WeaponGroup::SetSweep(int s) -{ - sweep = s; - - ListIter<Weapon> w = weapons; - while (++w) - w->SetSweep(sweep); -} - -// +--------------------------------------------------------------------+ - -void -WeaponGroup::PowerOff() -{ - ListIter<Weapon> w = weapons; - while (++w) - w->PowerOff(); -} - -void -WeaponGroup::PowerOn() -{ - ListIter<Weapon> w = weapons; - while (++w) - w->PowerOn(); -} - -// +--------------------------------------------------------------------+ - -int -WeaponGroup::Value() const -{ - int result = 0; - - for (int i = 0; i < weapons.size(); i++) { - const Weapon* w = weapons[i]; - result += w->Value(); - } - - return result; -} |