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-rw-r--r--Stars45/WeaponGroup.cpp720
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;
+}