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-rw-r--r--Stars45/WeaponGroup.cpp246
1 files changed, 123 insertions, 123 deletions
diff --git a/Stars45/WeaponGroup.cpp b/Stars45/WeaponGroup.cpp
index 3998ff5..9a69af4 100644
--- a/Stars45/WeaponGroup.cpp
+++ b/Stars45/WeaponGroup.cpp
@@ -1,15 +1,15 @@
/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2005. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: WeaponGroup.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: WeaponGroup.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Weapon Control Category (Group) class
+ OVERVIEW
+ ========
+ Weapon Control Category (Group) class
*/
#include "MemDebug.h"
@@ -19,16 +19,16 @@
// +----------------------------------------------------------------------+
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)
+: 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();
+ weapons.destroy();
}
// +--------------------------------------------------------------------+
@@ -36,13 +36,13 @@ WeaponGroup::~WeaponGroup()
void
WeaponGroup::SetName(const char* n)
{
- name = n;
+ name = n;
}
void
WeaponGroup::SetAbbreviation(const char* a)
{
- abrv = a;
+ abrv = a;
}
// +--------------------------------------------------------------------+
@@ -50,55 +50,55 @@ WeaponGroup::SetAbbreviation(const char* a)
bool
WeaponGroup::IsPrimary() const
{
- if (weapons.size() > 0)
- return weapons[0]->IsPrimary();
+ if (weapons.size() > 0)
+ return weapons[0]->IsPrimary();
- return false;
+ return false;
}
bool
WeaponGroup::IsDrone() const
{
- if (weapons.size() > 0)
- return weapons[0]->IsDrone();
+ if (weapons.size() > 0)
+ return weapons[0]->IsDrone();
- return false;
+ return false;
}
bool
WeaponGroup::IsDecoy() const
{
- if (weapons.size() > 0)
- return weapons[0]->IsDecoy();
+ if (weapons.size() > 0)
+ return weapons[0]->IsDecoy();
- return false;
+ return false;
}
bool
WeaponGroup::IsProbe() const
{
- if (weapons.size() > 0)
- return weapons[0]->IsProbe();
+ if (weapons.size() > 0)
+ return weapons[0]->IsProbe();
- return false;
+ return false;
}
bool
WeaponGroup::IsMissile() const
{
- if (weapons.size() > 0)
- return weapons[0]->IsMissile();
+ if (weapons.size() > 0)
+ return weapons[0]->IsMissile();
- return false;
+ return false;
}
bool
WeaponGroup::IsBeam() const
{
- if (weapons.size() > 0)
- return weapons[0]->IsBeam();
+ if (weapons.size() > 0)
+ return weapons[0]->IsBeam();
- return false;
+ return false;
}
// +--------------------------------------------------------------------+
@@ -106,25 +106,25 @@ WeaponGroup::IsBeam() const
void
WeaponGroup::AddWeapon(Weapon* w)
{
- weapons.append(w);
+ weapons.append(w);
}
int
WeaponGroup::NumWeapons() const
{
- return weapons.size();
+ return weapons.size();
}
List<Weapon>&
WeaponGroup::GetWeapons()
{
- return weapons;
+ return weapons;
}
bool
WeaponGroup::Contains(const Weapon* w) const
{
- return weapons.contains(w)?true:false;
+ return weapons.contains(w)?true:false;
}
// +--------------------------------------------------------------------+
@@ -132,41 +132,41 @@ WeaponGroup::Contains(const Weapon* w) const
void
WeaponGroup::SelectWeapon(int n)
{
- if (n >= 0 && n < weapons.size())
- selected = n;
+ if (n >= 0 && n < weapons.size())
+ selected = n;
}
void
WeaponGroup::CycleWeapon()
{
- selected++;
+ selected++;
- if (selected >= weapons.size())
- selected = 0;
+ if (selected >= weapons.size())
+ selected = 0;
}
Weapon*
WeaponGroup::GetWeapon(int n) const
{
- if (n >= 0 && n < weapons.size())
- return weapons[n];
+ if (n >= 0 && n < weapons.size())
+ return weapons[n];
- return 0;
+ return 0;
}
Weapon*
WeaponGroup::GetSelected() const
{
- return weapons[selected];
+ return weapons[selected];
}
bool
WeaponGroup::CanTarget(DWORD tgt_class) const
{
- if (selected >= 0 && selected < weapons.size())
- return weapons[selected]->CanTarget(tgt_class);
+ if (selected >= 0 && selected < weapons.size())
+ return weapons[selected]->CanTarget(tgt_class);
- return false;
+ return false;
}
// +--------------------------------------------------------------------+
@@ -174,36 +174,36 @@ WeaponGroup::CanTarget(DWORD tgt_class) const
void
WeaponGroup::ExecFrame(double seconds)
{
- ammo = 0;
- mass = 0.0f;
- resist = 0.0f;
+ ammo = 0;
+ mass = 0.0f;
+ resist = 0.0f;
- ListIter<Weapon> iter = weapons;
- while (++iter) {
- Weapon* w = iter.value();
- w->ExecFrame(seconds);
+ ListIter<Weapon> iter = weapons;
+ while (++iter) {
+ Weapon* w = iter.value();
+ w->ExecFrame(seconds);
- ammo += w->Ammo();
- mass += w->Mass();
- resist += w->Resistance();
- }
+ ammo += w->Ammo();
+ mass += w->Mass();
+ resist += w->Resistance();
+ }
}
void
WeaponGroup::CheckAmmo()
{
- ammo = 0;
- mass = 0.0f;
- resist = 0.0f;
+ ammo = 0;
+ mass = 0.0f;
+ resist = 0.0f;
- ListIter<Weapon> iter = weapons;
- while (++iter) {
- Weapon* w = iter.value();
+ ListIter<Weapon> iter = weapons;
+ while (++iter) {
+ Weapon* w = iter.value();
- ammo += w->Ammo();
- mass += w->Mass();
- resist += w->Resistance();
- }
+ ammo += w->Ammo();
+ mass += w->Mass();
+ resist += w->Resistance();
+ }
}
// +--------------------------------------------------------------------+
@@ -211,39 +211,39 @@ WeaponGroup::CheckAmmo()
void
WeaponGroup::SetTarget(SimObject* target, System* subtarget)
{
- ListIter<Weapon> w = weapons;
- while (++w)
- w->SetTarget(target, subtarget);
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->SetTarget(target, subtarget);
}
SimObject*
WeaponGroup::GetTarget() const
{
- SimObject* target = 0;
+ SimObject* target = 0;
- if (weapons.size())
- target = weapons[0]->GetTarget();
+ if (weapons.size())
+ target = weapons[0]->GetTarget();
- return target;
+ return target;
}
System*
WeaponGroup::GetSubTarget() const
{
- System* subtarget = 0;
+ System* subtarget = 0;
- if (weapons.size())
- subtarget = weapons[0]->GetSubTarget();
+ if (weapons.size())
+ subtarget = weapons[0]->GetSubTarget();
- return subtarget;
+ return subtarget;
}
void
WeaponGroup::DropTarget()
{
- ListIter<Weapon> w = weapons;
- while (++w)
- w->SetTarget(0, 0);
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->SetTarget(0, 0);
}
// +--------------------------------------------------------------------+
@@ -251,10 +251,10 @@ WeaponGroup::DropTarget()
WeaponDesign*
WeaponGroup::GetDesign() const
{
- if (selected >= 0 && selected < weapons.size())
- return (WeaponDesign*) weapons[selected]->Design();
+ if (selected >= 0 && selected < weapons.size())
+ return (WeaponDesign*) weapons[selected]->Design();
- return 0;
+ return 0;
}
// +--------------------------------------------------------------------+
@@ -262,24 +262,24 @@ WeaponGroup::GetDesign() const
int
WeaponGroup::Status() const
{
- int status = System::NOMINAL;
- int critical = true;
+ int status = System::NOMINAL;
+ int critical = true;
- ListIter<Weapon> iter = (List<Weapon>&) weapons; // cast-away const
- while (++iter) {
- Weapon* w = iter.value();
+ 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::NOMINAL)
+ status = System::DEGRADED;
- if (w->Status() > System::CRITICAL)
- critical = false;
- }
+ if (w->Status() > System::CRITICAL)
+ critical = false;
+ }
- if (critical)
- return System::CRITICAL;
+ if (critical)
+ return System::CRITICAL;
- return status;
+ return status;
}
// +--------------------------------------------------------------------+
@@ -287,31 +287,31 @@ WeaponGroup::Status() const
void
WeaponGroup::SetFiringOrders(int o)
{
- orders = o;
+ orders = o;
- ListIter<Weapon> w = weapons;
- while (++w)
- w->SetFiringOrders(orders);
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->SetFiringOrders(orders);
}
void
WeaponGroup::SetControlMode(int m)
{
- control = m;
+ control = m;
- ListIter<Weapon> w = weapons;
- while (++w)
- w->SetControlMode(control);
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->SetControlMode(control);
}
void
WeaponGroup::SetSweep(int s)
{
- sweep = s;
+ sweep = s;
- ListIter<Weapon> w = weapons;
- while (++w)
- w->SetSweep(sweep);
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->SetSweep(sweep);
}
// +--------------------------------------------------------------------+
@@ -319,17 +319,17 @@ WeaponGroup::SetSweep(int s)
void
WeaponGroup::PowerOff()
{
- ListIter<Weapon> w = weapons;
- while (++w)
- w->PowerOff();
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->PowerOff();
}
void
WeaponGroup::PowerOn()
{
- ListIter<Weapon> w = weapons;
- while (++w)
- w->PowerOn();
+ ListIter<Weapon> w = weapons;
+ while (++w)
+ w->PowerOn();
}
// +--------------------------------------------------------------------+
@@ -337,12 +337,12 @@ WeaponGroup::PowerOn()
int
WeaponGroup::Value() const
{
- int result = 0;
+ int result = 0;
- for (int i = 0; i < weapons.size(); i++) {
- const Weapon* w = weapons[i];
- result += w->Value();
- }
+ for (int i = 0; i < weapons.size(); i++) {
+ const Weapon* w = weapons[i];
+ result += w->Value();
+ }
- return result;
+ return result;
}