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-rw-r--r--Stars45/Shot.h188
1 files changed, 94 insertions, 94 deletions
diff --git a/Stars45/Shot.h b/Stars45/Shot.h
index 2bd5d06..2721a71 100644
--- a/Stars45/Shot.h
+++ b/Stars45/Shot.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: Shot.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: Shot.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Laser and Missile class
+ OVERVIEW
+ ========
+ Laser and Missile class
*/
#ifndef Shot_h
@@ -33,96 +33,96 @@ class Sound;
// +--------------------------------------------------------------------+
class Shot : public SimObject,
- public SimObserver
+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; }
+ 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;
+ 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