From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/Shot.h | 282 +++++++++++++++++++++++++++++++-------------------------- 1 file changed, 153 insertions(+), 129 deletions(-) (limited to 'Stars45/Shot.h') diff --git a/Stars45/Shot.h b/Stars45/Shot.h index 2721a71..4ea013c 100644 --- a/Stars45/Shot.h +++ b/Stars45/Shot.h @@ -1,129 +1,153 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Shot.h - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Laser and Missile class -*/ - -#ifndef Shot_h -#define Shot_h - -#include "Types.h" -#include "Geometry.h" -#include "SimObject.h" -#include "Color.h" - -// +--------------------------------------------------------------------+ - -class Camera; -class Ship; -class Trail; -class System; -class WeaponDesign; -class Sprite; -class Sound; - -// +--------------------------------------------------------------------+ - -class Shot : public SimObject, -public SimObserver -{ -public: - static const char* TYPENAME() { return "Shot"; } - - Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0); - virtual ~Shot(); - - virtual void SeekTarget(SimObject* target, System* sub=0); - virtual void ExecFrame(double factor); - static void Initialize(); - static void Close(); - - virtual void Activate(Scene& scene); - virtual void Deactivate(Scene& scene); - - const Ship* Owner() const { return owner; } - double Damage() const; - int ShotType() const { return type; } - virtual SimObject* GetTarget() const; - - virtual bool IsPrimary() const { return primary; } - virtual bool IsDrone() const { return false; } - virtual bool IsDecoy() const { return false; } - virtual bool IsProbe() const { return false; } - virtual bool IsMissile() const { return !primary; } - virtual bool IsArmed() const { return armed; } - virtual bool IsBeam() const { return beam; } - virtual bool IsFlak() const; - virtual bool IsHostileTo(const SimObject* o) const; - - bool HitTarget() const { return hit_target; } - void SetHitTarget(bool h) { hit_target = h; } - - virtual bool IsTracking(Ship* tgt) const; - virtual double PCS() const { return 0; } - virtual double ACS() const { return 0; } - virtual int GetIFF() const; - virtual Color MarkerColor() const; - - const Point& Origin() const { return origin; } - float Charge() const { return charge; } - void SetCharge(float c); - double Length() const; - Graphic* GetTrail() const { return (Graphic*) trail; } - void SetFuse(double seconds); - - void SetBeamPoints(const Point& from, const Point& to); - virtual void Disarm(); - virtual void Destroy(); - - const WeaponDesign* Design() const { return design; } - const char* DesignName() const; - int GetEta() const { return eta; } - void SetEta(int t) { eta = t; } - - double AltitudeMSL() const; - double AltitudeAGL() const; - - // SimObserver interface: - virtual bool Update(SimObject* obj); - virtual const char* GetObserverName() const; - - int operator == (const Shot& s) const { return id == s.id; } - -protected: - const Ship* owner; - - int type; - float base_damage; - float charge; - float offset; - float altitude_agl; - short eta; - BYTE iff_code; - bool first_frame; - bool primary; - bool beam; - bool armed; - bool hit_target; - - Sprite* flash; // muzzle flash - Sprite* flare; // drive flare - Trail* trail; // exhaust trail - - Sound* sound; - WeaponDesign* design; - - // for beam weapons: - Point origin; -}; - -#endif Shot_h - +/* 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: Shot.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Laser and Missile class +*/ + +#ifndef Shot_h +#define Shot_h + +#include "Types.h" +#include "Geometry.h" +#include "SimObject.h" +#include "Color.h" + +// +--------------------------------------------------------------------+ + +class Camera; +class Ship; +class Trail; +class System; +class WeaponDesign; +class Sprite; +class Sound; + +// +--------------------------------------------------------------------+ + +class Shot : public SimObject, +public SimObserver +{ +public: + static const char* TYPENAME() { return "Shot"; } + + Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0); + virtual ~Shot(); + + virtual void SeekTarget(SimObject* target, System* sub=0); + virtual void ExecFrame(double factor); + static void Initialize(); + static void Close(); + + virtual void Activate(Scene& scene); + virtual void Deactivate(Scene& scene); + + const Ship* Owner() const { return owner; } + double Damage() const; + int ShotType() const { return type; } + virtual SimObject* GetTarget() const; + + virtual bool IsPrimary() const { return primary; } + virtual bool IsDrone() const { return false; } + virtual bool IsDecoy() const { return false; } + virtual bool IsProbe() const { return false; } + virtual bool IsMissile() const { return !primary; } + virtual bool IsArmed() const { return armed; } + virtual bool IsBeam() const { return beam; } + virtual bool IsFlak() const; + virtual bool IsHostileTo(const SimObject* o) const; + + bool HitTarget() const { return hit_target; } + void SetHitTarget(bool h) { hit_target = h; } + + virtual bool IsTracking(Ship* tgt) const; + virtual double PCS() const { return 0; } + virtual double ACS() const { return 0; } + virtual int GetIFF() const; + virtual Color MarkerColor() const; + + const Point& Origin() const { return origin; } + float Charge() const { return charge; } + void SetCharge(float c); + double Length() const; + Graphic* GetTrail() const { return (Graphic*) trail; } + void SetFuse(double seconds); + + void SetBeamPoints(const Point& from, const Point& to); + virtual void Disarm(); + virtual void Destroy(); + + const WeaponDesign* Design() const { return design; } + const char* DesignName() const; + int GetEta() const { return eta; } + void SetEta(int t) { eta = t; } + + double AltitudeMSL() const; + double AltitudeAGL() const; + + // SimObserver interface: + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; + + int operator == (const Shot& s) const { return id == s.id; } + +protected: + const Ship* owner; + + int type; + float base_damage; + float charge; + float offset; + float altitude_agl; + short eta; + BYTE iff_code; + bool first_frame; + bool primary; + bool beam; + bool armed; + bool hit_target; + + Sprite* flash; // muzzle flash + Sprite* flare; // drive flare + Trail* trail; // exhaust trail + + Sound* sound; + WeaponDesign* design; + + // for beam weapons: + Point origin; +}; + +#endif Shot_h + -- cgit v1.1