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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)
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Moved Stars45 to StarsEx
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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
+