diff options
Diffstat (limited to 'Stars45/Ship.h')
-rw-r--r-- | Stars45/Ship.h | 1032 |
1 files changed, 516 insertions, 516 deletions
diff --git a/Stars45/Ship.h b/Stars45/Ship.h index a1057d8..0344cc4 100644 --- a/Stars45/Ship.h +++ b/Stars45/Ship.h @@ -1,15 +1,15 @@ /* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: Ship.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: Ship.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Starship (or space/ground station) class
+ OVERVIEW
+ ========
+ Starship (or space/ground station) class
*/
#ifndef Ship_h
@@ -64,519 +64,519 @@ class WeaponGroup; // +--------------------------------------------------------------------+
class Ship : public SimObject,
- public SimObserver
+public SimObserver
{
public:
- static const char* TYPENAME() { return "Ship"; }
-
- enum CLASSIFICATION {
- DRONE = 0x0001,
- FIGHTER = 0x0002,
- ATTACK = 0x0004,
- LCA = 0x0008,
- COURIER = 0x0010,
- CARGO = 0x0020,
- CORVETTE = 0x0040,
- FREIGHTER = 0x0080,
- FRIGATE = 0x0100,
- DESTROYER = 0x0200,
- CRUISER = 0x0400,
- BATTLESHIP = 0x0800,
- CARRIER = 0x1000,
- DREADNAUGHT = 0x2000,
-
- STATION = 0x4000,
- FARCASTER = 0x8000,
-
- MINE = 0x00010000,
- COMSAT = 0x00020000,
- DEFSAT = 0x00040000,
- SWACS = 0x00080000,
-
- BUILDING = 0x00100000,
- FACTORY = 0x00200000,
- SAM = 0x00400000,
- EWR = 0x00800000,
- C3I = 0x01000000,
- STARBASE = 0x02000000,
-
- DROPSHIPS = 0x0000000f,
- STARSHIPS = 0x0000fff0,
- SPACE_UNITS = 0x000f0000,
- GROUND_UNITS = 0xfff00000
- };
-
- enum OP_MODE { DOCKED, ALERT, LOCKED, LAUNCH, TAKEOFF, ACTIVE, APPROACH, RECOVERY, DOCKING };
- enum FLCS_MODE { FLCS_MANUAL, FLCS_AUTO, FLCS_HELM };
- enum TRAN_TYPE { TRANSITION_NONE,
- TRANSITION_DROP_CAM,
- TRANSITION_DROP_ORBIT,
- TRANSITION_MAKE_ORBIT,
- TRANSITION_TIME_SKIP,
- TRANSITION_DEATH_SPIRAL,
- TRANSITION_DEAD };
-
- enum FLIGHT_MODEL { FM_STANDARD, FM_RELAXED, FM_ARCADE };
- enum LANDING_MODEL { LM_STANDARD, LM_EASIER };
-
- // CONSTRUCTORS:
- Ship(const char* ship_name, const char* reg_num, ShipDesign* design, int IFF=0, int cmd_ai=0, const int* loadout=0);
- virtual ~Ship();
-
- int operator == (const Ship& s) const { return id == s.id; }
-
- static void Initialize();
- static void Close();
-
- virtual void ExecFrame(double seconds);
- virtual void AeroFrame(double seconds);
- virtual void StatFrame(double seconds);
- virtual void DockFrame(double seconds);
- virtual void LinearFrame(double seconds);
- virtual void ExecSensors(double seconds);
-
- void ExecNavFrame(double seconds);
- void ExecPhysics(double seconds);
- void ExecThrottle(double seconds);
- void ExecSystems(double seconds);
-
- virtual void Activate(Scene& scene);
- virtual void Deactivate(Scene& scene);
- virtual void SelectDetail(double seconds);
- virtual void SetRegion(SimRegion* rgn);
- virtual int GetTextureList(List<Bitmap>& textures);
-
- // DIRECTION:
- virtual void SetControls(MotionController* m);
- virtual void SetNetworkControl(Director* net_ctrl=0);
- void SetDirectorInfo(const char* msg) { director_info = msg; }
- const char* GetDirectorInfo() const { return director_info; }
- void SetAIMode(int n) { ai_mode = (BYTE) n; }
- int GetAIMode() const { return (int) ai_mode; }
- void SetCommandAILevel(int n) { command_ai_level = (BYTE) n; }
- int GetCommandAILevel() const { return command_ai_level; }
- virtual int GetFlightPhase() const { return flight_phase; }
- virtual void SetFlightPhase(OP_MODE phase);
- bool IsNetObserver() const { return net_observer_mode; }
- void SetNetObserver(bool n) { net_observer_mode = n; }
-
- bool IsInvulnerable() const { return invulnerable; }
- void SetInvulnerable(bool n) { invulnerable = n; }
-
- double GetHelmHeading() const { return helm_heading; }
- double GetHelmPitch() const { return helm_pitch; }
- void SetHelmHeading(double h);
- void SetHelmPitch(double p);
- virtual void ApplyHelmYaw(double y);
- virtual void ApplyHelmPitch(double p);
- virtual void ApplyPitch(double pitch_acc); // override for G limiter
-
- void ArcadeStop() { arcade_velocity *= 0; }
-
- // CAMERA:
- Point BridgeLocation() const { return bridge_vec; }
- Point ChaseLocation() const { return chase_vec; }
- Point TransitionLocation() const { return transition_loc; }
-
- // FLIGHT DECK:
- Ship* GetController() const;
- int NumInbound() const;
- int NumFlightDecks() const;
- FlightDeck* GetFlightDeck(int i=0) const;
- Ship* GetCarrier() const { return carrier; }
- FlightDeck* GetDock() const { return dock; }
- void SetCarrier(Ship* c, FlightDeck* d);
- void Stow();
- InboundSlot* GetInbound() const { return inbound; }
- void SetInbound(InboundSlot* s);
-
- // DRIVE SYSTEMS:
- int GetFuelLevel() const; // (0-100) percent of full tank
- void SetThrottle(double percent);
- void SetAugmenter(bool enable);
- double Thrust(double seconds) const;
- double VelocityLimit() const { return vlimit; }
- Drive* GetDrive() const { return main_drive; }
- double Throttle() const { return throttle; }
- bool Augmenter() const { return augmenter; }
- QuantumDrive* GetQuantumDrive() const { return quantum_drive; }
- Farcaster* GetFarcaster() const { return farcaster; }
-
- bool IsAirborne() const;
- bool IsDropCam() const { return transition_type == TRANSITION_DROP_CAM; }
- bool IsDropping() const { return transition_type == TRANSITION_DROP_ORBIT; }
- bool IsAttaining() const { return transition_type == TRANSITION_MAKE_ORBIT; }
- bool IsSkipping() const { return transition_type == TRANSITION_TIME_SKIP; }
- bool IsDying() const { return transition_type == TRANSITION_DEATH_SPIRAL; }
- bool IsDead() const { return transition_type == TRANSITION_DEAD; }
- bool InTransition() const { return transition_type != TRANSITION_NONE; }
- void DropOrbit();
- void MakeOrbit();
- bool CanTimeSkip();
- bool IsInCombat();
- void TimeSkip();
- void DropCam(double time=10, double range=0);
- void DeathSpiral();
- void CompleteTransition();
- void SetTransition(double trans_time, int trans_type, const Point& trans_loc);
-
- double CompassHeading() const;
- double CompassPitch() const;
- double AltitudeMSL() const;
- double AltitudeAGL() const;
- double GForce() const;
-
- virtual void SetupAgility();
-
- // FLIGHT CONTROL SYSTEM (FLCS):
- void ExecFLCSFrame();
- void CycleFLCSMode();
- void SetFLCSMode(int mode);
- int GetFLCSMode() const;
- void SetTransX(double t);
- void SetTransY(double t);
- void SetTransZ(double t);
-
- bool IsGearDown();
- void LowerGear();
- void RaiseGear();
- void ToggleGear();
- void ToggleNavlights();
-
- // WEAPON SYSTEMS:
- virtual void CheckFriendlyFire();
- virtual void CheckFire(bool c) { check_fire = c; }
- virtual bool CheckFire() const { return (check_fire||net_observer_mode)?true:false; }
- virtual void SelectWeapon(int n, int w);
- virtual bool FireWeapon(int n);
- virtual bool FirePrimary() { return FireWeapon(primary); }
- virtual bool FireSecondary() { return FireWeapon(secondary); }
- virtual bool FireDecoy();
- virtual void CyclePrimary();
- virtual void CycleSecondary();
- virtual Weapon* GetPrimary() const;
- virtual Weapon* GetSecondary() const;
- virtual Weapon* GetWeaponByIndex(int n);
- virtual WeaponGroup* GetPrimaryGroup() const;
- virtual WeaponGroup* GetSecondaryGroup() const;
- virtual Weapon* GetDecoy() const;
- virtual List<Shot>& GetActiveDecoys();
- virtual void AddActiveDecoy(Drone* d);
- virtual int* GetLoadout() { return loadout; }
-
- List<Shot>& GetThreatList();
- void AddThreat(Shot* s);
- void DropThreat(Shot* s);
-
- virtual bool Update(SimObject* obj);
- virtual const char* GetObserverName() const { return name; }
-
- virtual int GetMissileEta(int index) const;
- virtual void SetMissileEta(int id, int eta);
-
- virtual WeaponDesign* GetPrimaryDesign() const;
- virtual WeaponDesign* GetSecondaryDesign() const;
-
- virtual void SetTarget(SimObject* t, System* sub=0, bool from_net=false);
- virtual SimObject* GetTarget() const { return target; }
- virtual System* GetSubTarget() const { return subtarget; }
- virtual void CycleSubTarget(int dir=1);
- virtual void DropTarget();
- virtual void LockTarget(int type=SimObject::SIM_SHIP,
- bool closest=false,
- bool hostile=false);
- virtual void LockTarget(SimObject* candidate);
- virtual bool IsTracking(SimObject* tgt);
- virtual bool GetTrigger(int i) const;
- virtual void SetTrigger(int i);
-
- Ship* GetWard() const { return ward; }
- void SetWard(Ship* s);
-
- // SHIELD SYSTEMS:
- virtual double InflictDamage(double damage,
- Shot* shot = 0,
- int hit_type = 3,
- Point hull_impact = Point(0,0,0));
+ static const char* TYPENAME() { return "Ship"; }
+
+ enum CLASSIFICATION {
+ DRONE = 0x0001,
+ FIGHTER = 0x0002,
+ ATTACK = 0x0004,
+ LCA = 0x0008,
+ COURIER = 0x0010,
+ CARGO = 0x0020,
+ CORVETTE = 0x0040,
+ FREIGHTER = 0x0080,
+ FRIGATE = 0x0100,
+ DESTROYER = 0x0200,
+ CRUISER = 0x0400,
+ BATTLESHIP = 0x0800,
+ CARRIER = 0x1000,
+ DREADNAUGHT = 0x2000,
+
+ STATION = 0x4000,
+ FARCASTER = 0x8000,
+
+ MINE = 0x00010000,
+ COMSAT = 0x00020000,
+ DEFSAT = 0x00040000,
+ SWACS = 0x00080000,
+
+ BUILDING = 0x00100000,
+ FACTORY = 0x00200000,
+ SAM = 0x00400000,
+ EWR = 0x00800000,
+ C3I = 0x01000000,
+ STARBASE = 0x02000000,
+
+ DROPSHIPS = 0x0000000f,
+ STARSHIPS = 0x0000fff0,
+ SPACE_UNITS = 0x000f0000,
+ GROUND_UNITS = 0xfff00000
+ };
- virtual double InflictSystemDamage(double damage, Shot* shot, Point impact);
-
- virtual void InflictNetDamage(double damage, Shot* shot=0);
- virtual void InflictNetSystemDamage(System* system, double damage, BYTE type);
- virtual void SetNetSystemStatus(System* system, int status, int power, int reactor, double avail);
- virtual void SetIntegrity(float n) { integrity = n; }
-
- virtual void Destroy();
- virtual int ShieldStrength() const;
- virtual int HullStrength() const;
- virtual int HitBy(Shot* shot, Point& impact);
- virtual int CollidesWith(Physical& o);
-
- // SENSORS AND VISIBILITY:
- virtual int GetContactID() const { return contact_id; }
- virtual int GetIFF() const { return IFF_code; }
- virtual void SetIFF(int iff);
- virtual Color MarkerColor() const;
- static Color IFFColor(int iff);
- virtual void DoEMCON();
- virtual double PCS() const;
- virtual double ACS() const;
- int NumContacts() const; // actual sensor contacts
- List<Contact>& ContactList();
- virtual int GetSensorMode() const;
- virtual void SetSensorMode(int mode);
- virtual void LaunchProbe();
- virtual Weapon* GetProbeLauncher() const { return probe; }
- virtual Drone* GetProbe() const { return sensor_drone; }
- virtual void SetProbe(Drone* d);
- virtual int GetEMCON() const { return emcon; }
- virtual void SetEMCON(int e, bool from_net=false);
- virtual Contact* FindContact(SimObject* s) const;
- virtual bool IsHostileTo(const SimObject* o) const;
-
- // GENERAL ACCESSORS:
- const char* Registry() const { return regnum; }
- void SetName(const char* ident) { strcpy(name, ident); }
- const ShipDesign* Design() const { return design; }
- const char* Abbreviation() const;
- const char* DesignName() const;
- const char* DesignFileName() const;
- static const char* ClassName(int c);
- static int ClassForName(const char* name);
- const char* ClassName() const;
- CLASSIFICATION Class() const;
- bool IsGroundUnit() const;
- bool IsStarship() const;
- bool IsDropship() const;
- bool IsStatic() const;
- bool IsRogue() const;
- void SetRogue(bool r=true);
- int GetFriendlyFire() const { return ff_count; }
- void SetFriendlyFire(int f);
- void IncFriendlyFire(int f=1);
- double Agility() const { return agility; }
- DWORD MissionClock() const;
- Graphic* Cockpit() const;
- void ShowCockpit();
- void HideCockpit();
- int Value() const;
- double AIValue() const;
- static int Value(int type);
-
- const Skin* GetSkin() const { return skin; }
- void UseSkin(const Skin* s) { skin = s; }
- void ShowRep();
- void HideRep();
- void EnableShadows(bool enable);
-
- int RespawnCount() const { return respawns; }
- void SetRespawnCount(int r) { respawns = r; }
- const Point& RespawnLoc() const { return respawn_loc; }
- void SetRespawnLoc(const Point& rl)
- { respawn_loc = rl; }
-
- double WarpFactor() const { return warp_fov; }
- void SetWarp(double w) { warp_fov = (float) w; }
-
- void MatchOrientation(const Ship& s);
-
- // ORDERS AND NAVIGATION:
- void ExecEvalFrame(double seconds);
- void SetLaunchPoint(Instruction* pt);
- void AddNavPoint(Instruction* pt, Instruction* afterPoint=0);
- void DelNavPoint(Instruction* pt);
- void ClearFlightPlan();
- Instruction* GetNextNavPoint();
- int GetNavIndex(const Instruction* n);
- double RangeToNavPoint(const Instruction* n);
- void SetNavptStatus(Instruction* n, int status);
- List<Instruction>& GetFlightPlan();
- int FlightPlanLength();
- CombatUnit* GetCombatUnit() const { return combat_unit; }
- Element* GetElement() const { return element; }
- Ship* GetLeader() const;
- int GetElementIndex() const;
- int GetOrigElementIndex() const;
- void SetElement(Element* e);
-
- Instruction* GetRadioOrders() const;
- void ClearRadioOrders();
- void HandleRadioMessage(RadioMessage* msg);
- bool IsAutoNavEngaged();
- void SetAutoNav(bool engage=true);
- void CommandMode();
-
- void ClearTrack();
- void UpdateTrack();
- int TrackLength() const { return ntrack; }
- Point TrackPoint(int i) const;
-
- // DAMAGE CONTROL AND ENGINEERING:
- List<System>& RepairQueue() { return repair_queue; }
- double RepairSpeed() const;
- int RepairTeams() const;
- void RepairSystem(System* sys);
- void IncreaseRepairPriority(int task_index);
- void DecreaseRepairPriority(int task_index);
- void ExecMaintFrame(double seconds);
- bool AutoRepair() const { return auto_repair; }
- void EnableRepair(bool e) { auto_repair = e; }
- bool MasterCaution() const { return master_caution; }
- void ClearCaution() { master_caution = 0; }
-
- // SYSTEM ACCESSORS:
- List<System>& Systems() { return systems; }
- List<WeaponGroup>& Weapons() { return weapons; }
- List<Drive>& Drives() { return drives; }
- List<Computer>& Computers() { return computers; }
- List<FlightDeck>& FlightDecks() { return flight_decks; }
- List<PowerSource>& Reactors() { return reactors; }
- List<NavLight>& NavLights() { return navlights; }
- Shield* GetShield() { return shield; }
- Solid* GetShieldRep() { return (Solid*) shieldRep; }
- Sensor* GetSensor() { return sensor; }
- NavSystem* GetNavSystem() { return navsys; }
- FlightComp* GetFLCS() { return flcs; }
- Thruster* GetThruster() { return thruster; }
- Hangar* GetHangar() { return hangar; }
- LandingGear* GetGear() { return gear; }
-
- System* GetSystem(int sys_id);
-
- static int GetControlModel() { return control_model; }
- static void SetControlModel(int n) { control_model = n; }
- static int GetFlightModel() { return flight_model; }
- static void SetFlightModel(int f) { flight_model = f; }
- static int GetLandingModel() { return landing_model; }
- static void SetLandingModel(int f) { landing_model = f; }
- static double GetFriendlyFireLevel() { return friendly_fire_level; }
- static void SetFriendlyFireLevel(double f)
- { friendly_fire_level = f; }
+ enum OP_MODE { DOCKED, ALERT, LOCKED, LAUNCH, TAKEOFF, ACTIVE, APPROACH, RECOVERY, DOCKING };
+ enum FLCS_MODE { FLCS_MANUAL, FLCS_AUTO, FLCS_HELM };
+ enum TRAN_TYPE { TRANSITION_NONE,
+ TRANSITION_DROP_CAM,
+ TRANSITION_DROP_ORBIT,
+ TRANSITION_MAKE_ORBIT,
+ TRANSITION_TIME_SKIP,
+ TRANSITION_DEATH_SPIRAL,
+ TRANSITION_DEAD };
+
+ enum FLIGHT_MODEL { FM_STANDARD, FM_RELAXED, FM_ARCADE };
+ enum LANDING_MODEL { LM_STANDARD, LM_EASIER };
+
+ // CONSTRUCTORS:
+ Ship(const char* ship_name, const char* reg_num, ShipDesign* design, int IFF=0, int cmd_ai=0, const int* loadout=0);
+ virtual ~Ship();
+
+ int operator == (const Ship& s) const { return id == s.id; }
+
+ static void Initialize();
+ static void Close();
+
+ virtual void ExecFrame(double seconds);
+ virtual void AeroFrame(double seconds);
+ virtual void StatFrame(double seconds);
+ virtual void DockFrame(double seconds);
+ virtual void LinearFrame(double seconds);
+ virtual void ExecSensors(double seconds);
+
+ void ExecNavFrame(double seconds);
+ void ExecPhysics(double seconds);
+ void ExecThrottle(double seconds);
+ void ExecSystems(double seconds);
+
+ virtual void Activate(Scene& scene);
+ virtual void Deactivate(Scene& scene);
+ virtual void SelectDetail(double seconds);
+ virtual void SetRegion(SimRegion* rgn);
+ virtual int GetTextureList(List<Bitmap>& textures);
+
+ // DIRECTION:
+ virtual void SetControls(MotionController* m);
+ virtual void SetNetworkControl(Director* net_ctrl=0);
+ void SetDirectorInfo(const char* msg) { director_info = msg; }
+ const char* GetDirectorInfo() const { return director_info; }
+ void SetAIMode(int n) { ai_mode = (BYTE) n; }
+ int GetAIMode() const { return (int) ai_mode; }
+ void SetCommandAILevel(int n) { command_ai_level = (BYTE) n; }
+ int GetCommandAILevel() const { return command_ai_level; }
+ virtual int GetFlightPhase() const { return flight_phase; }
+ virtual void SetFlightPhase(OP_MODE phase);
+ bool IsNetObserver() const { return net_observer_mode; }
+ void SetNetObserver(bool n) { net_observer_mode = n; }
+
+ bool IsInvulnerable() const { return invulnerable; }
+ void SetInvulnerable(bool n) { invulnerable = n; }
+
+ double GetHelmHeading() const { return helm_heading; }
+ double GetHelmPitch() const { return helm_pitch; }
+ void SetHelmHeading(double h);
+ void SetHelmPitch(double p);
+ virtual void ApplyHelmYaw(double y);
+ virtual void ApplyHelmPitch(double p);
+ virtual void ApplyPitch(double pitch_acc); // override for G limiter
+
+ void ArcadeStop() { arcade_velocity *= 0; }
+
+ // CAMERA:
+ Point BridgeLocation() const { return bridge_vec; }
+ Point ChaseLocation() const { return chase_vec; }
+ Point TransitionLocation() const { return transition_loc; }
+
+ // FLIGHT DECK:
+ Ship* GetController() const;
+ int NumInbound() const;
+ int NumFlightDecks() const;
+ FlightDeck* GetFlightDeck(int i=0) const;
+ Ship* GetCarrier() const { return carrier; }
+ FlightDeck* GetDock() const { return dock; }
+ void SetCarrier(Ship* c, FlightDeck* d);
+ void Stow();
+ InboundSlot* GetInbound() const { return inbound; }
+ void SetInbound(InboundSlot* s);
+
+ // DRIVE SYSTEMS:
+ int GetFuelLevel() const; // (0-100) percent of full tank
+ void SetThrottle(double percent);
+ void SetAugmenter(bool enable);
+ double Thrust(double seconds) const;
+ double VelocityLimit() const { return vlimit; }
+ Drive* GetDrive() const { return main_drive; }
+ double Throttle() const { return throttle; }
+ bool Augmenter() const { return augmenter; }
+ QuantumDrive* GetQuantumDrive() const { return quantum_drive; }
+ Farcaster* GetFarcaster() const { return farcaster; }
+
+ bool IsAirborne() const;
+ bool IsDropCam() const { return transition_type == TRANSITION_DROP_CAM; }
+ bool IsDropping() const { return transition_type == TRANSITION_DROP_ORBIT; }
+ bool IsAttaining() const { return transition_type == TRANSITION_MAKE_ORBIT; }
+ bool IsSkipping() const { return transition_type == TRANSITION_TIME_SKIP; }
+ bool IsDying() const { return transition_type == TRANSITION_DEATH_SPIRAL; }
+ bool IsDead() const { return transition_type == TRANSITION_DEAD; }
+ bool InTransition() const { return transition_type != TRANSITION_NONE; }
+ void DropOrbit();
+ void MakeOrbit();
+ bool CanTimeSkip();
+ bool IsInCombat();
+ void TimeSkip();
+ void DropCam(double time=10, double range=0);
+ void DeathSpiral();
+ void CompleteTransition();
+ void SetTransition(double trans_time, int trans_type, const Point& trans_loc);
+
+ double CompassHeading() const;
+ double CompassPitch() const;
+ double AltitudeMSL() const;
+ double AltitudeAGL() const;
+ double GForce() const;
+
+ virtual void SetupAgility();
+
+ // FLIGHT CONTROL SYSTEM (FLCS):
+ void ExecFLCSFrame();
+ void CycleFLCSMode();
+ void SetFLCSMode(int mode);
+ int GetFLCSMode() const;
+ void SetTransX(double t);
+ void SetTransY(double t);
+ void SetTransZ(double t);
+
+ bool IsGearDown();
+ void LowerGear();
+ void RaiseGear();
+ void ToggleGear();
+ void ToggleNavlights();
+
+ // WEAPON SYSTEMS:
+ virtual void CheckFriendlyFire();
+ virtual void CheckFire(bool c) { check_fire = c; }
+ virtual bool CheckFire() const { return (check_fire||net_observer_mode)?true:false; }
+ virtual void SelectWeapon(int n, int w);
+ virtual bool FireWeapon(int n);
+ virtual bool FirePrimary() { return FireWeapon(primary); }
+ virtual bool FireSecondary() { return FireWeapon(secondary); }
+ virtual bool FireDecoy();
+ virtual void CyclePrimary();
+ virtual void CycleSecondary();
+ virtual Weapon* GetPrimary() const;
+ virtual Weapon* GetSecondary() const;
+ virtual Weapon* GetWeaponByIndex(int n);
+ virtual WeaponGroup* GetPrimaryGroup() const;
+ virtual WeaponGroup* GetSecondaryGroup() const;
+ virtual Weapon* GetDecoy() const;
+ virtual List<Shot>& GetActiveDecoys();
+ virtual void AddActiveDecoy(Drone* d);
+ virtual int* GetLoadout() { return loadout; }
+
+ List<Shot>& GetThreatList();
+ void AddThreat(Shot* s);
+ void DropThreat(Shot* s);
+
+ virtual bool Update(SimObject* obj);
+ virtual const char* GetObserverName() const { return name; }
+
+ virtual int GetMissileEta(int index) const;
+ virtual void SetMissileEta(int id, int eta);
+
+ virtual WeaponDesign* GetPrimaryDesign() const;
+ virtual WeaponDesign* GetSecondaryDesign() const;
+
+ virtual void SetTarget(SimObject* t, System* sub=0, bool from_net=false);
+ virtual SimObject* GetTarget() const { return target; }
+ virtual System* GetSubTarget() const { return subtarget; }
+ virtual void CycleSubTarget(int dir=1);
+ virtual void DropTarget();
+ virtual void LockTarget(int type=SimObject::SIM_SHIP,
+ bool closest=false,
+ bool hostile=false);
+ virtual void LockTarget(SimObject* candidate);
+ virtual bool IsTracking(SimObject* tgt);
+ virtual bool GetTrigger(int i) const;
+ virtual void SetTrigger(int i);
+
+ Ship* GetWard() const { return ward; }
+ void SetWard(Ship* s);
+
+ // SHIELD SYSTEMS:
+ virtual double InflictDamage(double damage,
+ Shot* shot = 0,
+ int hit_type = 3,
+ Point hull_impact = Point(0,0,0));
+
+ virtual double InflictSystemDamage(double damage, Shot* shot, Point impact);
+
+ virtual void InflictNetDamage(double damage, Shot* shot=0);
+ virtual void InflictNetSystemDamage(System* system, double damage, BYTE type);
+ virtual void SetNetSystemStatus(System* system, int status, int power, int reactor, double avail);
+ virtual void SetIntegrity(float n) { integrity = n; }
+
+ virtual void Destroy();
+ virtual int ShieldStrength() const;
+ virtual int HullStrength() const;
+ virtual int HitBy(Shot* shot, Point& impact);
+ virtual int CollidesWith(Physical& o);
+
+ // SENSORS AND VISIBILITY:
+ virtual int GetContactID() const { return contact_id; }
+ virtual int GetIFF() const { return IFF_code; }
+ virtual void SetIFF(int iff);
+ virtual Color MarkerColor() const;
+ static Color IFFColor(int iff);
+ virtual void DoEMCON();
+ virtual double PCS() const;
+ virtual double ACS() const;
+ int NumContacts() const; // actual sensor contacts
+ List<Contact>& ContactList();
+ virtual int GetSensorMode() const;
+ virtual void SetSensorMode(int mode);
+ virtual void LaunchProbe();
+ virtual Weapon* GetProbeLauncher() const { return probe; }
+ virtual Drone* GetProbe() const { return sensor_drone; }
+ virtual void SetProbe(Drone* d);
+ virtual int GetEMCON() const { return emcon; }
+ virtual void SetEMCON(int e, bool from_net=false);
+ virtual Contact* FindContact(SimObject* s) const;
+ virtual bool IsHostileTo(const SimObject* o) const;
+
+ // GENERAL ACCESSORS:
+ const char* Registry() const { return regnum; }
+ void SetName(const char* ident) { strcpy(name, ident); }
+ const ShipDesign* Design() const { return design; }
+ const char* Abbreviation() const;
+ const char* DesignName() const;
+ const char* DesignFileName() const;
+ static const char* ClassName(int c);
+ static int ClassForName(const char* name);
+ const char* ClassName() const;
+ CLASSIFICATION Class() const;
+ bool IsGroundUnit() const;
+ bool IsStarship() const;
+ bool IsDropship() const;
+ bool IsStatic() const;
+ bool IsRogue() const;
+ void SetRogue(bool r=true);
+ int GetFriendlyFire() const { return ff_count; }
+ void SetFriendlyFire(int f);
+ void IncFriendlyFire(int f=1);
+ double Agility() const { return agility; }
+ DWORD MissionClock() const;
+ Graphic* Cockpit() const;
+ void ShowCockpit();
+ void HideCockpit();
+ int Value() const;
+ double AIValue() const;
+ static int Value(int type);
+
+ const Skin* GetSkin() const { return skin; }
+ void UseSkin(const Skin* s) { skin = s; }
+ void ShowRep();
+ void HideRep();
+ void EnableShadows(bool enable);
+
+ int RespawnCount() const { return respawns; }
+ void SetRespawnCount(int r) { respawns = r; }
+ const Point& RespawnLoc() const { return respawn_loc; }
+ void SetRespawnLoc(const Point& rl)
+ { respawn_loc = rl; }
+
+ double WarpFactor() const { return warp_fov; }
+ void SetWarp(double w) { warp_fov = (float) w; }
+
+ void MatchOrientation(const Ship& s);
+
+ // ORDERS AND NAVIGATION:
+ void ExecEvalFrame(double seconds);
+ void SetLaunchPoint(Instruction* pt);
+ void AddNavPoint(Instruction* pt, Instruction* afterPoint=0);
+ void DelNavPoint(Instruction* pt);
+ void ClearFlightPlan();
+ Instruction* GetNextNavPoint();
+ int GetNavIndex(const Instruction* n);
+ double RangeToNavPoint(const Instruction* n);
+ void SetNavptStatus(Instruction* n, int status);
+ List<Instruction>& GetFlightPlan();
+ int FlightPlanLength();
+ CombatUnit* GetCombatUnit() const { return combat_unit; }
+ Element* GetElement() const { return element; }
+ Ship* GetLeader() const;
+ int GetElementIndex() const;
+ int GetOrigElementIndex() const;
+ void SetElement(Element* e);
+
+ Instruction* GetRadioOrders() const;
+ void ClearRadioOrders();
+ void HandleRadioMessage(RadioMessage* msg);
+ bool IsAutoNavEngaged();
+ void SetAutoNav(bool engage=true);
+ void CommandMode();
+
+ void ClearTrack();
+ void UpdateTrack();
+ int TrackLength() const { return ntrack; }
+ Point TrackPoint(int i) const;
+
+ // DAMAGE CONTROL AND ENGINEERING:
+ List<System>& RepairQueue() { return repair_queue; }
+ double RepairSpeed() const;
+ int RepairTeams() const;
+ void RepairSystem(System* sys);
+ void IncreaseRepairPriority(int task_index);
+ void DecreaseRepairPriority(int task_index);
+ void ExecMaintFrame(double seconds);
+ bool AutoRepair() const { return auto_repair; }
+ void EnableRepair(bool e) { auto_repair = e; }
+ bool MasterCaution() const { return master_caution; }
+ void ClearCaution() { master_caution = 0; }
+
+ // SYSTEM ACCESSORS:
+ List<System>& Systems() { return systems; }
+ List<WeaponGroup>& Weapons() { return weapons; }
+ List<Drive>& Drives() { return drives; }
+ List<Computer>& Computers() { return computers; }
+ List<FlightDeck>& FlightDecks() { return flight_decks; }
+ List<PowerSource>& Reactors() { return reactors; }
+ List<NavLight>& NavLights() { return navlights; }
+ Shield* GetShield() { return shield; }
+ Solid* GetShieldRep() { return (Solid*) shieldRep; }
+ Sensor* GetSensor() { return sensor; }
+ NavSystem* GetNavSystem() { return navsys; }
+ FlightComp* GetFLCS() { return flcs; }
+ Thruster* GetThruster() { return thruster; }
+ Hangar* GetHangar() { return hangar; }
+ LandingGear* GetGear() { return gear; }
+
+ System* GetSystem(int sys_id);
+
+ static int GetControlModel() { return control_model; }
+ static void SetControlModel(int n) { control_model = n; }
+ static int GetFlightModel() { return flight_model; }
+ static void SetFlightModel(int f) { flight_model = f; }
+ static int GetLandingModel() { return landing_model; }
+ static void SetLandingModel(int f) { landing_model = f; }
+ static double GetFriendlyFireLevel() { return friendly_fire_level; }
+ static void SetFriendlyFireLevel(double f)
+ { friendly_fire_level = f; }
protected:
- int CheckShotIntersection(Shot* shot, Point& ipt, Point& hpt, Weapon** wep=0);
- WeaponGroup* FindWeaponGroup(const char* name);
-
- char regnum[16];
- ShipDesign* design;
- ShipKiller* killer;
- DetailSet detail;
- int detail_level;
- Sim* sim;
- double vlimit;
- double agility;
- double throttle;
- double throttle_request;
- bool augmenter;
- float wep_mass;
- float wep_resist;
-
- int IFF_code;
- int cmd_chain_index;
- int ff_count;
- OP_MODE flight_phase;
-
- SimObject* target;
- System* subtarget;
- Ship* ward;
- int check_fire;
- int primary;
- int secondary;
-
- const Skin* skin;
- Solid* cockpit;
- Drive* main_drive;
- QuantumDrive* quantum_drive;
- Farcaster* farcaster;
- Shield* shield;
- ShieldRep* shieldRep;
- NavSystem* navsys;
- FlightComp* flcs;
- Sensor* sensor;
- LandingGear* gear;
- Thruster* thruster;
- Weapon* decoy;
- Weapon* probe;
- Drone* sensor_drone;
- Hangar* hangar;
- List<Shot> decoy_list;
- List<Shot> threat_list;
-
- List<System> systems;
- List<PowerSource> reactors;
- List<WeaponGroup> weapons;
- List<Drive> drives;
- List<Computer> computers;
- List<FlightDeck> flight_decks;
- List<NavLight> navlights;
- List<System> repair_queue;
-
- CombatUnit* combat_unit;
- Element* element;
- int orig_elem_index;
- Instruction* radio_orders;
- Instruction* launch_point;
-
- Vec3 chase_vec;
- Vec3 bridge_vec;
-
- const char* director_info;
- BYTE ai_mode;
- BYTE command_ai_level;
- BYTE flcs_mode;
- bool net_observer_mode;
-
- float pcs; // passive sensor cross section
- float acs; // active sensor cross section
- BYTE emcon;
- BYTE old_emcon;
- bool invulnerable;
-
- DWORD launch_time;
- DWORD friendly_fire_time;
-
- Ship* carrier;
- FlightDeck* dock;
- InboundSlot* inbound;
-
- Director* net_control;
-
- Point* track;
- int ntrack;
- DWORD track_time;
-
- float helm_heading;
- float helm_pitch;
-
- float altitude_agl;
- float g_force;
-
- float warp_fov;
-
- float transition_time;
- int transition_type;
- Point transition_loc;
- Point respawn_loc;
- int respawns;
-
- bool master_caution;
- bool auto_repair;
- DWORD last_repair_time;
- DWORD last_eval_time;
- DWORD last_beam_time;
- DWORD last_bolt_time;
-
- int missile_id[4];
- BYTE missile_eta[4];
- bool trigger[4];
- int* loadout;
-
- int contact_id;
-
- static int control_model;
- static int flight_model;
- static int landing_model;
- static double friendly_fire_level;
+ int CheckShotIntersection(Shot* shot, Point& ipt, Point& hpt, Weapon** wep=0);
+ WeaponGroup* FindWeaponGroup(const char* name);
+
+ char regnum[16];
+ ShipDesign* design;
+ ShipKiller* killer;
+ DetailSet detail;
+ int detail_level;
+ Sim* sim;
+ double vlimit;
+ double agility;
+ double throttle;
+ double throttle_request;
+ bool augmenter;
+ float wep_mass;
+ float wep_resist;
+
+ int IFF_code;
+ int cmd_chain_index;
+ int ff_count;
+ OP_MODE flight_phase;
+
+ SimObject* target;
+ System* subtarget;
+ Ship* ward;
+ int check_fire;
+ int primary;
+ int secondary;
+
+ const Skin* skin;
+ Solid* cockpit;
+ Drive* main_drive;
+ QuantumDrive* quantum_drive;
+ Farcaster* farcaster;
+ Shield* shield;
+ ShieldRep* shieldRep;
+ NavSystem* navsys;
+ FlightComp* flcs;
+ Sensor* sensor;
+ LandingGear* gear;
+ Thruster* thruster;
+ Weapon* decoy;
+ Weapon* probe;
+ Drone* sensor_drone;
+ Hangar* hangar;
+ List<Shot> decoy_list;
+ List<Shot> threat_list;
+
+ List<System> systems;
+ List<PowerSource> reactors;
+ List<WeaponGroup> weapons;
+ List<Drive> drives;
+ List<Computer> computers;
+ List<FlightDeck> flight_decks;
+ List<NavLight> navlights;
+ List<System> repair_queue;
+
+ CombatUnit* combat_unit;
+ Element* element;
+ int orig_elem_index;
+ Instruction* radio_orders;
+ Instruction* launch_point;
+
+ Vec3 chase_vec;
+ Vec3 bridge_vec;
+
+ const char* director_info;
+ BYTE ai_mode;
+ BYTE command_ai_level;
+ BYTE flcs_mode;
+ bool net_observer_mode;
+
+ float pcs; // passive sensor cross section
+ float acs; // active sensor cross section
+ BYTE emcon;
+ BYTE old_emcon;
+ bool invulnerable;
+
+ DWORD launch_time;
+ DWORD friendly_fire_time;
+
+ Ship* carrier;
+ FlightDeck* dock;
+ InboundSlot* inbound;
+
+ Director* net_control;
+
+ Point* track;
+ int ntrack;
+ DWORD track_time;
+
+ float helm_heading;
+ float helm_pitch;
+
+ float altitude_agl;
+ float g_force;
+
+ float warp_fov;
+
+ float transition_time;
+ int transition_type;
+ Point transition_loc;
+ Point respawn_loc;
+ int respawns;
+
+ bool master_caution;
+ bool auto_repair;
+ DWORD last_repair_time;
+ DWORD last_eval_time;
+ DWORD last_beam_time;
+ DWORD last_bolt_time;
+
+ int missile_id[4];
+ BYTE missile_eta[4];
+ bool trigger[4];
+ int* loadout;
+
+ int contact_id;
+
+ static int control_model;
+ static int flight_model;
+ static int landing_model;
+ static double friendly_fire_level;
};
#endif Ship_h
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