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-rw-r--r--Stars45/Weapon.h338
1 files changed, 169 insertions, 169 deletions
diff --git a/Stars45/Weapon.h b/Stars45/Weapon.h
index 3e4335c..40f29a5 100644
--- a/Stars45/Weapon.h
+++ b/Stars45/Weapon.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: Weapon.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: Weapon.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Weapon (gun or missile launcher) class
+ OVERVIEW
+ ========
+ Weapon (gun or missile launcher) class
*/
#ifndef Weapon_h
@@ -35,169 +35,169 @@ 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;
+ 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;
+ 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