From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_weapon_8h_source.html | 321 -------------------------------- 1 file changed, 321 deletions(-) delete mode 100644 Doc/doxygen/html/_weapon_8h_source.html (limited to 'Doc/doxygen/html/_weapon_8h_source.html') diff --git a/Doc/doxygen/html/_weapon_8h_source.html b/Doc/doxygen/html/_weapon_8h_source.html deleted file mode 100644 index 6bd76d9..0000000 --- a/Doc/doxygen/html/_weapon_8h_source.html +++ /dev/null @@ -1,321 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Weapon.h Source File - - - - - - - - - - - - - -
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Open source Starshatter engine
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Weapon.h
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1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: Weapon.h
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Weapon (gun or missile launcher) class
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13 */
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14 
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15 #ifndef Weapon_h
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16 #define Weapon_h
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17 
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18 #include "Types.h"
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19 #include "SimObject.h"
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20 #include "System.h"
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21 #include "WeaponDesign.h"
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22 #include "Geometry.h"
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23 #include "text.h"
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24 
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25 // +--------------------------------------------------------------------+
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26 
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27 class Weapon;
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28 class Ship;
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29 class Shot;
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30 
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31 class Solid;
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32 
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33 // +--------------------------------------------------------------------+
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34 
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35 class Weapon : public System, public SimObserver
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36 {
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37 public:
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38  static const char* TYPENAME() { return "Weapon"; }
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39 
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40  enum Constants { MAX_BARRELS=8 };
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44 
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45  Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0);
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46  Weapon(const Weapon& rhs);
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47  virtual ~Weapon();
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48 
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49  int operator==(const Weapon& w) const { return this == &w; }
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50 
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51  int Track(SimObject* targ, System* sub);
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52  Shot* Fire();
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53  Shot* NetFirePrimary(SimObject* targ, System* sub, int count);
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54  Shot* NetFireSecondary(SimObject* targ, System* sub, DWORD objid);
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55  void SetTarget(SimObject* t, System* sub);
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56  void SelectTarget();
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57  bool CanTarget(DWORD classification) const;
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58  SimObject* GetTarget() const { return target; }
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59  System* GetSubTarget() const { return subtarget; }
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60  void SetFiringOrders(int o);
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61  int GetFiringOrders() const { return orders; }
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62  void SetControlMode(int m);
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63  int GetControlMode() const { return control; }
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64  void SetSweep(int s);
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65  int GetSweep() const { return sweep; }
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66 
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67  void Enable() { enabled = true; }
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68  void Disable() { enabled = false; }
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69 
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70  const WeaponDesign* Design() const { return design; }
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71  const char* Group() const { return group; }
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72  int Enabled() const { return enabled; }
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73  int Ammo() const { return ammo; }
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74  int Guided() const { return guided; }
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75  int Locked() const { return locked; }
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76  float Velocity() const { return shot_speed; }
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77  float Mass() const { return mass*ammo; }
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78  float Resistance()const { return resist*ammo; }
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79  Shot* GetBeam(int i);
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80 
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81  // needed to set proper ammo level when joining multiplayer in progress:
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82  void SetAmmo(int a);
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83 
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84  bool IsPrimary() const;
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85  bool IsDrone() const;
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86  bool IsDecoy() const;
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87  bool IsProbe() const;
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88  bool IsMissile() const;
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89  bool IsBeam() const;
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90 
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91  virtual void ExecFrame(double factor);
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92  virtual void Orient(const Physical* rep);
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93  virtual void Distribute(double delivered_energy, double seconds);
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94 
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95  const Ship* Owner() const { return ship; }
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96  void SetOwner(Ship* ship);
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97  int GetIndex() const { return index; }
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98  void SetIndex(int n) { index = n; }
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99 
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100  Point GetAimVector() const { return aim_cam.vpn(); }
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101  void SetAzimuth(double a) { aim_azimuth = (float) a; }
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102  double GetAzimuth() const { return aim_azimuth; }
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103  void SetElevation(double e) { aim_elevation = (float) e; }
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104  double GetElevation() const { return aim_elevation; }
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105 
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106  void SetRestAzimuth(double a) { aim_az_rest = (float) a; }
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107  double GetRestAzimuth() const { return aim_az_rest; }
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108  void SetRestElevation(double e) { aim_el_rest = (float) e; }
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109  double GetRestElevation() const { return aim_el_rest; }
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110 
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111  void SetAzimuthMax(double a) { aim_az_max = (float) a; }
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112  double GetAzimuthMax() const { return aim_az_max; }
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113  void SetAzimuthMin(double a) { aim_az_min = (float) a; }
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114  double GetAzimuthMin() const { return aim_az_min; }
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115 
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116  void SetElevationMax(double e) { aim_el_max = (float) e; }
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117  double GetElevationMax() const { return aim_el_max; }
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118  void SetElevationMin(double e) { aim_el_min = (float) e; }
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119  double GetElevationMin() const { return aim_el_min; }
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120 
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121  void SetGroup(const char* n) { group = n; }
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122 
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123  bool IsBlockedFriendly() const { return blocked; }
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124  void SetBlockedFriendly(bool b) { blocked = b; }
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125 
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126  Solid* GetTurret();
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127  Solid* GetTurretBase();
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128  Solid* GetVisibleStore(int i);
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129 
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130  virtual bool Update(SimObject* obj);
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131  virtual const char* GetObserverName() const;
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132 
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133 protected:
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134  Shot* FireBarrel(int n);
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135  Shot* CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner);
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136 
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137  void SetBeamPoints(bool aim=false);
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138  void Aim();
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139  void AimTurret(double az, double el);
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140  void ZeroAim();
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141  void FindObjective();
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142  Point Transform(const Point& pt);
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143  bool CanLockPoint(const Point& test, double& az, double& el, Point* obj=0);
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144 
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145  // data members:
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153  int nbarrels;
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155 
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156  float refire;
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157  int ammo;
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159 
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160  // carrying costs per shot:
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161  float mass;
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162  float resist;
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163 
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164  // for targeting computer:
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165  int guided;
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166  bool enabled;
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167  bool locked;
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168  bool centered;
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169  bool firing;
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170  bool blocked;
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171  float shot_speed;
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172 
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173  int index;
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174 
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175  int orders;
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176  int control;
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177  int sweep;
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178 
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181 
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185  float aim_azimuth;
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187  float old_azimuth;
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189 
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190  // auto-aiming arc
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191  float aim_az_max; // maximum deflection in azimuth
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192  float aim_az_min; // minimum deflection in azimuth
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193  float aim_az_rest; // azimuth of turret at rest
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194  float aim_el_max; // maximum deflection in elevation
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195  float aim_el_min; // minimum deflection in elevation
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196  float aim_el_rest; // elevation of turret at rest
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197 
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198  DWORD aim_time;
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199 
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201 };
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202 
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203 #endif Weapon_h
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204 
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