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-rw-r--r--Stars45/WeaponGroup.h156
1 files changed, 78 insertions, 78 deletions
diff --git a/Stars45/WeaponGroup.h b/Stars45/WeaponGroup.h
index 2547ec2..5c8412b 100644
--- a/Stars45/WeaponGroup.h
+++ b/Stars45/WeaponGroup.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: WeaponGroup.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: WeaponGroup.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Weapon Control Category (Group) class
+ OVERVIEW
+ ========
+ Weapon Control Category (Group) class
*/
#ifndef WeaponGroup_h
@@ -24,82 +24,82 @@
class WeaponGroup
{
public:
- static const char* TYPENAME() { return "WeaponGroup"; }
-
- WeaponGroup(const char* name);
- ~WeaponGroup();
-
- void ExecFrame(double factor);
-
- // identification:
- const char* Name() const { return name; }
- const char* Abbreviation() const { return abrv; }
- void SetName(const char* n);
- void SetAbbreviation(const char* a);
-
- bool IsPrimary() const;
- bool IsDrone() const;
- bool IsDecoy() const;
- bool IsProbe() const;
- bool IsMissile() const;
- bool IsBeam() const;
- int Value() const;
-
- // weapon list:
- void AddWeapon(Weapon* w);
- int NumWeapons() const;
- List<Weapon>& GetWeapons();
- bool Contains(const Weapon* w) const;
-
- // weapon selection:
- void SelectWeapon(int n);
- void CycleWeapon();
- Weapon* GetWeapon(int n) const;
- Weapon* GetSelected() const;
-
- // operations:
- bool GetTrigger() const { return trigger; }
- void SetTrigger(bool t=true) { trigger = t; }
- int Ammo() const { return ammo; }
- float Mass() const { return mass; }
- float Resistance() const { return resist; }
- void CheckAmmo();
-
- void SetTarget(SimObject* t, System* sub=0);
- SimObject* GetTarget() const;
- System* GetSubTarget() const;
- void DropTarget();
- 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; }
- int Status() const;
-
- WeaponDesign* GetDesign() const;
- bool CanTarget(DWORD tgt_class) const;
-
- void PowerOn();
- void PowerOff();
+ static const char* TYPENAME() { return "WeaponGroup"; }
+
+ WeaponGroup(const char* name);
+ ~WeaponGroup();
+
+ void ExecFrame(double factor);
+
+ // identification:
+ const char* Name() const { return name; }
+ const char* Abbreviation() const { return abrv; }
+ void SetName(const char* n);
+ void SetAbbreviation(const char* a);
+
+ bool IsPrimary() const;
+ bool IsDrone() const;
+ bool IsDecoy() const;
+ bool IsProbe() const;
+ bool IsMissile() const;
+ bool IsBeam() const;
+ int Value() const;
+
+ // weapon list:
+ void AddWeapon(Weapon* w);
+ int NumWeapons() const;
+ List<Weapon>& GetWeapons();
+ bool Contains(const Weapon* w) const;
+
+ // weapon selection:
+ void SelectWeapon(int n);
+ void CycleWeapon();
+ Weapon* GetWeapon(int n) const;
+ Weapon* GetSelected() const;
+
+ // operations:
+ bool GetTrigger() const { return trigger; }
+ void SetTrigger(bool t=true) { trigger = t; }
+ int Ammo() const { return ammo; }
+ float Mass() const { return mass; }
+ float Resistance() const { return resist; }
+ void CheckAmmo();
+
+ void SetTarget(SimObject* t, System* sub=0);
+ SimObject* GetTarget() const;
+ System* GetSubTarget() const;
+ void DropTarget();
+ 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; }
+ int Status() const;
+
+ WeaponDesign* GetDesign() const;
+ bool CanTarget(DWORD tgt_class) const;
+
+ void PowerOn();
+ void PowerOff();
protected:
- // Displayable name:
- Text name;
- Text abrv;
+ // Displayable name:
+ Text name;
+ Text abrv;
- List<Weapon> weapons;
+ List<Weapon> weapons;
- int selected;
- bool trigger;
- int ammo;
+ int selected;
+ bool trigger;
+ int ammo;
- int orders;
- int control;
- int sweep;
+ int orders;
+ int control;
+ int sweep;
- float mass;
- float resist;
+ float mass;
+ float resist;
};
#endif WeaponGroup_h