From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/Weapon.h | 338 +++++++++++++++++++++++++++---------------------------- 1 file changed, 169 insertions(+), 169 deletions(-) (limited to 'Stars45/Weapon.h') diff --git a/Stars45/Weapon.h b/Stars45/Weapon.h index 3e4335c..40f29a5 100644 --- a/Stars45/Weapon.h +++ b/Stars45/Weapon.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: Weapon.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Weapon.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Weapon (gun or missile launcher) class + OVERVIEW + ======== + Weapon (gun or missile launcher) class */ #ifndef Weapon_h @@ -35,169 +35,169 @@ class Solid; class Weapon : public System, public SimObserver { public: - static const char* TYPENAME() { return "Weapon"; } - - enum Constants { MAX_BARRELS=8 }; - enum Orders { MANUAL, AUTO, POINT_DEFENSE }; - enum Control { SINGLE_FIRE, RIPPLE_FIRE, SALVO_FIRE }; - enum Sweep { SWEEP_NONE, SWEEP_TIGHT, SWEEP_WIDE }; - - Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0); - Weapon(const Weapon& rhs); - virtual ~Weapon(); - - int operator==(const Weapon& w) const { return this == &w; } - - int Track(SimObject* targ, System* sub); - Shot* Fire(); - Shot* NetFirePrimary(SimObject* targ, System* sub, int count); - Shot* NetFireSecondary(SimObject* targ, System* sub, DWORD objid); - void SetTarget(SimObject* t, System* sub); - void SelectTarget(); - bool CanTarget(DWORD classification) const; - SimObject* GetTarget() const { return target; } - System* GetSubTarget() const { return subtarget; } - 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; } - - void Enable() { enabled = true; } - void Disable() { enabled = false; } - - const WeaponDesign* Design() const { return design; } - const char* Group() const { return group; } - int Enabled() const { return enabled; } - int Ammo() const { return ammo; } - int Guided() const { return guided; } - int Locked() const { return locked; } - float Velocity() const { return shot_speed; } - float Mass() const { return mass*ammo; } - float Resistance()const { return resist*ammo; } - Shot* GetBeam(int i); - - // needed to set proper ammo level when joining multiplayer in progress: - void SetAmmo(int a); - - bool IsPrimary() const; - bool IsDrone() const; - bool IsDecoy() const; - bool IsProbe() const; - bool IsMissile() const; - bool IsBeam() const; - - virtual void ExecFrame(double factor); - virtual void Orient(const Physical* rep); - virtual void Distribute(double delivered_energy, double seconds); - - const Ship* Owner() const { return ship; } - void SetOwner(Ship* ship); - int GetIndex() const { return index; } - void SetIndex(int n) { index = n; } - - Point GetAimVector() const { return aim_cam.vpn(); } - void SetAzimuth(double a) { aim_azimuth = (float) a; } - double GetAzimuth() const { return aim_azimuth; } - void SetElevation(double e) { aim_elevation = (float) e; } - double GetElevation() const { return aim_elevation; } - - void SetRestAzimuth(double a) { aim_az_rest = (float) a; } - double GetRestAzimuth() const { return aim_az_rest; } - void SetRestElevation(double e) { aim_el_rest = (float) e; } - double GetRestElevation() const { return aim_el_rest; } - - void SetAzimuthMax(double a) { aim_az_max = (float) a; } - double GetAzimuthMax() const { return aim_az_max; } - void SetAzimuthMin(double a) { aim_az_min = (float) a; } - double GetAzimuthMin() const { return aim_az_min; } - - void SetElevationMax(double e) { aim_el_max = (float) e; } - double GetElevationMax() const { return aim_el_max; } - void SetElevationMin(double e) { aim_el_min = (float) e; } - double GetElevationMin() const { return aim_el_min; } - - void SetGroup(const char* n) { group = n; } - - bool IsBlockedFriendly() const { return blocked; } - void SetBlockedFriendly(bool b) { blocked = b; } - - Solid* GetTurret(); - Solid* GetTurretBase(); - Solid* GetVisibleStore(int i); - - virtual bool Update(SimObject* obj); - virtual const char* GetObserverName() const; + static const char* TYPENAME() { return "Weapon"; } + + enum Constants { MAX_BARRELS=8 }; + enum Orders { MANUAL, AUTO, POINT_DEFENSE }; + enum Control { SINGLE_FIRE, RIPPLE_FIRE, SALVO_FIRE }; + enum Sweep { SWEEP_NONE, SWEEP_TIGHT, SWEEP_WIDE }; + + Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0); + Weapon(const Weapon& rhs); + virtual ~Weapon(); + + int operator==(const Weapon& w) const { return this == &w; } + + int Track(SimObject* targ, System* sub); + Shot* Fire(); + Shot* NetFirePrimary(SimObject* targ, System* sub, int count); + Shot* NetFireSecondary(SimObject* targ, System* sub, DWORD objid); + void SetTarget(SimObject* t, System* sub); + void SelectTarget(); + bool CanTarget(DWORD classification) const; + SimObject* GetTarget() const { return target; } + System* GetSubTarget() const { return subtarget; } + 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; } + + void Enable() { enabled = true; } + void Disable() { enabled = false; } + + const WeaponDesign* Design() const { return design; } + const char* Group() const { return group; } + int Enabled() const { return enabled; } + int Ammo() const { return ammo; } + int Guided() const { return guided; } + int Locked() const { return locked; } + float Velocity() const { return shot_speed; } + float Mass() const { return mass*ammo; } + float Resistance()const { return resist*ammo; } + Shot* GetBeam(int i); + + // needed to set proper ammo level when joining multiplayer in progress: + void SetAmmo(int a); + + bool IsPrimary() const; + bool IsDrone() const; + bool IsDecoy() const; + bool IsProbe() const; + bool IsMissile() const; + bool IsBeam() const; + + virtual void ExecFrame(double factor); + virtual void Orient(const Physical* rep); + virtual void Distribute(double delivered_energy, double seconds); + + const Ship* Owner() const { return ship; } + void SetOwner(Ship* ship); + int GetIndex() const { return index; } + void SetIndex(int n) { index = n; } + + Point GetAimVector() const { return aim_cam.vpn(); } + void SetAzimuth(double a) { aim_azimuth = (float) a; } + double GetAzimuth() const { return aim_azimuth; } + void SetElevation(double e) { aim_elevation = (float) e; } + double GetElevation() const { return aim_elevation; } + + void SetRestAzimuth(double a) { aim_az_rest = (float) a; } + double GetRestAzimuth() const { return aim_az_rest; } + void SetRestElevation(double e) { aim_el_rest = (float) e; } + double GetRestElevation() const { return aim_el_rest; } + + void SetAzimuthMax(double a) { aim_az_max = (float) a; } + double GetAzimuthMax() const { return aim_az_max; } + void SetAzimuthMin(double a) { aim_az_min = (float) a; } + double GetAzimuthMin() const { return aim_az_min; } + + void SetElevationMax(double e) { aim_el_max = (float) e; } + double GetElevationMax() const { return aim_el_max; } + void SetElevationMin(double e) { aim_el_min = (float) e; } + double GetElevationMin() const { return aim_el_min; } + + void SetGroup(const char* n) { group = n; } + + bool IsBlockedFriendly() const { return blocked; } + void SetBlockedFriendly(bool b) { blocked = b; } + + Solid* GetTurret(); + Solid* GetTurretBase(); + Solid* GetVisibleStore(int i); + + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; protected: - Shot* FireBarrel(int n); - Shot* CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner); - - void SetBeamPoints(bool aim=false); - void Aim(); - void AimTurret(double az, double el); - void ZeroAim(); - void FindObjective(); - Point Transform(const Point& pt); - bool CanLockPoint(const Point& test, double& az, double& el, Point* obj=0); - - // data members: - WeaponDesign* design; - Text group; - Point muzzle_pts[MAX_BARRELS]; - Point rel_pts[MAX_BARRELS]; - Solid* turret; - Solid* turret_base; - Solid* visible_stores[MAX_BARRELS]; - int nbarrels; - int active_barrel; - - float refire; - int ammo; - int ripple_count; - - // carrying costs per shot: - float mass; - float resist; - - // for targeting computer: - int guided; - bool enabled; - bool locked; - bool centered; - bool firing; - bool blocked; - float shot_speed; - - int index; - - int orders; - int control; - int sweep; - - SimObject* target; - System* subtarget; - - Point objective; - Point obj_w; - Camera aim_cam; - float aim_azimuth; - float aim_elevation; - float old_azimuth; - float old_elevation; - - // auto-aiming arc - float aim_az_max; // maximum deflection in azimuth - float aim_az_min; // minimum deflection in azimuth - float aim_az_rest; // azimuth of turret at rest - float aim_el_max; // maximum deflection in elevation - float aim_el_min; // minimum deflection in elevation - float aim_el_rest; // elevation of turret at rest - - DWORD aim_time; - - Shot** beams; + Shot* FireBarrel(int n); + Shot* CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner); + + void SetBeamPoints(bool aim=false); + void Aim(); + void AimTurret(double az, double el); + void ZeroAim(); + void FindObjective(); + Point Transform(const Point& pt); + bool CanLockPoint(const Point& test, double& az, double& el, Point* obj=0); + + // data members: + WeaponDesign* design; + Text group; + Point muzzle_pts[MAX_BARRELS]; + Point rel_pts[MAX_BARRELS]; + Solid* turret; + Solid* turret_base; + Solid* visible_stores[MAX_BARRELS]; + int nbarrels; + int active_barrel; + + float refire; + int ammo; + int ripple_count; + + // carrying costs per shot: + float mass; + float resist; + + // for targeting computer: + int guided; + bool enabled; + bool locked; + bool centered; + bool firing; + bool blocked; + float shot_speed; + + int index; + + int orders; + int control; + int sweep; + + SimObject* target; + System* subtarget; + + Point objective; + Point obj_w; + Camera aim_cam; + float aim_azimuth; + float aim_elevation; + float old_azimuth; + float old_elevation; + + // auto-aiming arc + float aim_az_max; // maximum deflection in azimuth + float aim_az_min; // minimum deflection in azimuth + float aim_az_rest; // azimuth of turret at rest + float aim_el_max; // maximum deflection in elevation + float aim_el_min; // minimum deflection in elevation + float aim_el_rest; // elevation of turret at rest + + DWORD aim_time; + + Shot** beams; }; #endif Weapon_h -- cgit v1.1