diff options
Diffstat (limited to 'Stars45/WeaponGroup.cpp')
-rw-r--r-- | Stars45/WeaponGroup.cpp | 720 |
1 files changed, 372 insertions, 348 deletions
diff --git a/Stars45/WeaponGroup.cpp b/Stars45/WeaponGroup.cpp index 9a69af4..64882ff 100644 --- a/Stars45/WeaponGroup.cpp +++ b/Stars45/WeaponGroup.cpp @@ -1,348 +1,372 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: WeaponGroup.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Weapon Control Category (Group) class
-*/
-
-#include "MemDebug.h"
-#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;
-}
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: WeaponGroup.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Weapon Control Category (Group) class +*/ + +#include "MemDebug.h" +#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; +} |