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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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parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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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
+ ========
+ Weapon (gun or missile launcher) class
+*/
+
+#ifndef Weapon_h
+#define Weapon_h
+
+#include "Types.h"
+#include "SimObject.h"
+#include "System.h"
+#include "WeaponDesign.h"
+#include "Geometry.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Weapon;
+class Ship;
+class Shot;
+
+class Solid;
+
+// +--------------------------------------------------------------------+
+
+class Weapon : public System, public SimObserver
+{
+public:
+ static const char* TYPENAME() { return "Weapon"; }
+
+ enum Constants { MAX_BARRELS=8 };
+ enum Orders { MANUAL, AUTO, POINT_DEFENSE };
+ enum Control { SINGLE_FIRE, RIPPLE_FIRE, SALVO_FIRE };
+ enum Sweep { SWEEP_NONE, SWEEP_TIGHT, SWEEP_WIDE };
+
+ Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0);
+ Weapon(const Weapon& rhs);
+ virtual ~Weapon();
+
+ int operator==(const Weapon& w) const { return this == &w; }
+
+ int Track(SimObject* targ, System* sub);
+ Shot* Fire();
+ Shot* NetFirePrimary(SimObject* targ, System* sub, int count);
+ Shot* NetFireSecondary(SimObject* targ, System* sub, DWORD objid);
+ void SetTarget(SimObject* t, System* sub);
+ void SelectTarget();
+ bool CanTarget(DWORD classification) const;
+ SimObject* GetTarget() const { return target; }
+ System* GetSubTarget() const { return subtarget; }
+ void SetFiringOrders(int o);
+ int GetFiringOrders() const { return orders; }
+ void SetControlMode(int m);
+ int GetControlMode() const { return control; }
+ void SetSweep(int s);
+ int GetSweep() const { return sweep; }
+
+ void Enable() { enabled = true; }
+ void Disable() { enabled = false; }
+
+ const WeaponDesign* Design() const { return design; }
+ const char* Group() const { return group; }
+ int Enabled() const { return enabled; }
+ int Ammo() const { return ammo; }
+ int Guided() const { return guided; }
+ int Locked() const { return locked; }
+ float Velocity() const { return shot_speed; }
+ float Mass() const { return mass*ammo; }
+ float Resistance()const { return resist*ammo; }
+ Shot* GetBeam(int i);
+
+ // needed to set proper ammo level when joining multiplayer in progress:
+ void SetAmmo(int a);
+
+ bool IsPrimary() const;
+ bool IsDrone() const;
+ bool IsDecoy() const;
+ bool IsProbe() const;
+ bool IsMissile() const;
+ bool IsBeam() const;
+
+ virtual void ExecFrame(double factor);
+ virtual void Orient(const Physical* rep);
+ virtual void Distribute(double delivered_energy, double seconds);
+
+ const Ship* Owner() const { return ship; }
+ void SetOwner(Ship* ship);
+ int GetIndex() const { return index; }
+ void SetIndex(int n) { index = n; }
+
+ Point GetAimVector() const { return aim_cam.vpn(); }
+ void SetAzimuth(double a) { aim_azimuth = (float) a; }
+ double GetAzimuth() const { return aim_azimuth; }
+ void SetElevation(double e) { aim_elevation = (float) e; }
+ double GetElevation() const { return aim_elevation; }
+
+ void SetRestAzimuth(double a) { aim_az_rest = (float) a; }
+ double GetRestAzimuth() const { return aim_az_rest; }
+ void SetRestElevation(double e) { aim_el_rest = (float) e; }
+ double GetRestElevation() const { return aim_el_rest; }
+
+ void SetAzimuthMax(double a) { aim_az_max = (float) a; }
+ double GetAzimuthMax() const { return aim_az_max; }
+ void SetAzimuthMin(double a) { aim_az_min = (float) a; }
+ double GetAzimuthMin() const { return aim_az_min; }
+
+ void SetElevationMax(double e) { aim_el_max = (float) e; }
+ double GetElevationMax() const { return aim_el_max; }
+ void SetElevationMin(double e) { aim_el_min = (float) e; }
+ double GetElevationMin() const { return aim_el_min; }
+
+ void SetGroup(const char* n) { group = n; }
+
+ bool IsBlockedFriendly() const { return blocked; }
+ void SetBlockedFriendly(bool b) { blocked = b; }
+
+ Solid* GetTurret();
+ Solid* GetTurretBase();
+ Solid* GetVisibleStore(int i);
+
+ virtual bool Update(SimObject* obj);
+ virtual const char* GetObserverName() const;
+
+protected:
+ Shot* FireBarrel(int n);
+ Shot* CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner);
+
+ void SetBeamPoints(bool aim=false);
+ void Aim();
+ void AimTurret(double az, double el);
+ void ZeroAim();
+ void FindObjective();
+ Point Transform(const Point& pt);
+ bool CanLockPoint(const Point& test, double& az, double& el, Point* obj=0);
+
+ // data members:
+ WeaponDesign* design;
+ Text group;
+ Point muzzle_pts[MAX_BARRELS];
+ Point rel_pts[MAX_BARRELS];
+ Solid* turret;
+ Solid* turret_base;
+ Solid* visible_stores[MAX_BARRELS];
+ int nbarrels;
+ int active_barrel;
+
+ float refire;
+ int ammo;
+ int ripple_count;
+
+ // carrying costs per shot:
+ float mass;
+ float resist;
+
+ // for targeting computer:
+ int guided;
+ bool enabled;
+ bool locked;
+ bool centered;
+ bool firing;
+ bool blocked;
+ float shot_speed;
+
+ int index;
+
+ int orders;
+ int control;
+ int sweep;
+
+ SimObject* target;
+ System* subtarget;
+
+ Point objective;
+ Point obj_w;
+ Camera aim_cam;
+ float aim_azimuth;
+ float aim_elevation;
+ float old_azimuth;
+ float old_elevation;
+
+ // auto-aiming arc
+ float aim_az_max; // maximum deflection in azimuth
+ float aim_az_min; // minimum deflection in azimuth
+ float aim_az_rest; // azimuth of turret at rest
+ float aim_el_max; // maximum deflection in elevation
+ float aim_el_min; // minimum deflection in elevation
+ float aim_el_rest; // elevation of turret at rest
+
+ DWORD aim_time;
+
+ Shot** beams;
+};
+
+#endif // Weapon_h
+