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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 /StarsEx/WeaponGroup.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/WeaponGroup.cpp')
-rw-r--r--StarsEx/WeaponGroup.cpp346
1 files changed, 346 insertions, 0 deletions
diff --git a/StarsEx/WeaponGroup.cpp b/StarsEx/WeaponGroup.cpp
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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 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;
+}