From 8898ad9b25fca6afe2374d293a981db02a83d7e9 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 31 May 2012 14:46:27 +0000 Subject: Committing the documentation to svn to have it accessible online --- Doc/doxygen/html/_shot_8h_source.html | 246 ++++++++++++++++++++++++++++++++++ 1 file changed, 246 insertions(+) create mode 100644 Doc/doxygen/html/_shot_8h_source.html (limited to 'Doc/doxygen/html/_shot_8h_source.html') diff --git a/Doc/doxygen/html/_shot_8h_source.html b/Doc/doxygen/html/_shot_8h_source.html new file mode 100644 index 0000000..39bff0f --- /dev/null +++ b/Doc/doxygen/html/_shot_8h_source.html @@ -0,0 +1,246 @@ + + + + + +Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Shot.h Source File + + + + + + + + + + + + + +
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Starshatter_Open +
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Open source Starshatter engine
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Shot.h
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+Go to the documentation of this file.
1 /* Project Starshatter 4.5
+
2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
+
4 
+
5  SUBSYSTEM: Stars.exe
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6  FILE: Shot.h
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7  AUTHOR: John DiCamillo
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8 
+
9 
+
10  OVERVIEW
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11  ========
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12  Laser and Missile class
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13 */
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14 
+
15 #ifndef Shot_h
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16 #define Shot_h
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17 
+
18 #include "Types.h"
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19 #include "Geometry.h"
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20 #include "SimObject.h"
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21 #include "Color.h"
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22 
+
23 // +--------------------------------------------------------------------+
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24 
+
25 class Camera;
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26 class Ship;
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27 class Trail;
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28 class System;
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29 class WeaponDesign;
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30 class Sprite;
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31 class Sound;
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32 
+
33 // +--------------------------------------------------------------------+
+
34 
+
35 class Shot : public SimObject,
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36 public SimObserver
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37 {
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38 public:
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39  static const char* TYPENAME() { return "Shot"; }
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40 
+
41  Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0);
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42  virtual ~Shot();
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43 
+
44  virtual void SeekTarget(SimObject* target, System* sub=0);
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45  virtual void ExecFrame(double factor);
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46  static void Initialize();
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47  static void Close();
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48 
+
49  virtual void Activate(Scene& scene);
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50  virtual void Deactivate(Scene& scene);
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51 
+
52  const Ship* Owner() const { return owner; }
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53  double Damage() const;
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54  int ShotType() const { return type; }
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55  virtual SimObject* GetTarget() const;
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56 
+
57  virtual bool IsPrimary() const { return primary; }
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58  virtual bool IsDrone() const { return false; }
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59  virtual bool IsDecoy() const { return false; }
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60  virtual bool IsProbe() const { return false; }
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61  virtual bool IsMissile() const { return !primary; }
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62  virtual bool IsArmed() const { return armed; }
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63  virtual bool IsBeam() const { return beam; }
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64  virtual bool IsFlak() const;
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65  virtual bool IsHostileTo(const SimObject* o) const;
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66 
+
67  bool HitTarget() const { return hit_target; }
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68  void SetHitTarget(bool h) { hit_target = h; }
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69 
+
70  virtual bool IsTracking(Ship* tgt) const;
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71  virtual double PCS() const { return 0; }
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72  virtual double ACS() const { return 0; }
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73  virtual int GetIFF() const;
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74  virtual Color MarkerColor() const;
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75 
+
76  const Point& Origin() const { return origin; }
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77  float Charge() const { return charge; }
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78  void SetCharge(float c);
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79  double Length() const;
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80  Graphic* GetTrail() const { return (Graphic*) trail; }
+
81  void SetFuse(double seconds);
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82 
+
83  void SetBeamPoints(const Point& from, const Point& to);
+
84  virtual void Disarm();
+
85  virtual void Destroy();
+
86 
+
87  const WeaponDesign* Design() const { return design; }
+
88  const char* DesignName() const;
+
89  int GetEta() const { return eta; }
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90  void SetEta(int t) { eta = t; }
+
91 
+
92  double AltitudeMSL() const;
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93  double AltitudeAGL() const;
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94 
+
95  // SimObserver interface:
+
96  virtual bool Update(SimObject* obj);
+
97  virtual const char* GetObserverName() const;
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98 
+
99  int operator == (const Shot& s) const { return id == s.id; }
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100 
+
101 protected:
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102  const Ship* owner;
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103 
+
104  int type;
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105  float base_damage;
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106  float charge;
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107  float offset;
+ +
109  short eta;
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110  BYTE iff_code;
+ +
112  bool primary;
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113  bool beam;
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114  bool armed;
+ +
116 
+
117  Sprite* flash; // muzzle flash
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118  Sprite* flare; // drive flare
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119  Trail* trail; // exhaust trail
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120 
+ + +
123 
+
124  // for beam weapons:
+ +
126 };
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127 
+
128 #endif Shot_h
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129 
+
+
+ + + + -- cgit v1.1