From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- StarsEx/Shot.h | 128 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 128 insertions(+) create mode 100644 StarsEx/Shot.h (limited to 'StarsEx/Shot.h') diff --git a/StarsEx/Shot.h b/StarsEx/Shot.h new file mode 100644 index 0000000..aae242c --- /dev/null +++ b/StarsEx/Shot.h @@ -0,0 +1,128 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + 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