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/WeaponGroup.cpp | 346 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 346 insertions(+) create mode 100644 StarsEx/WeaponGroup.cpp (limited to 'StarsEx/WeaponGroup.cpp') diff --git a/StarsEx/WeaponGroup.cpp b/StarsEx/WeaponGroup.cpp new file mode 100644 index 0000000..5519c68 --- /dev/null +++ b/StarsEx/WeaponGroup.cpp @@ -0,0 +1,346 @@ +/* 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 + ======== + Weapon Control Category (Group) class +*/ + +#include "WeaponGroup.h" +#include "Ship.h" + +// +----------------------------------------------------------------------+ + +WeaponGroup::WeaponGroup(const char* n) + : selected(0), trigger(false), orders(Weapon::MANUAL), + control(Weapon::SINGLE_FIRE), sweep(Weapon::SWEEP_TIGHT), + mass(0.0f), resist(0.0f), name(n), ammo(0) +{ } + +// +--------------------------------------------------------------------+ + +WeaponGroup::~WeaponGroup() +{ + weapons.destroy(); +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::SetName(const char* n) +{ + name = n; +} + +void +WeaponGroup::SetAbbreviation(const char* a) +{ + abrv = a; +} + +// +--------------------------------------------------------------------+ + +bool +WeaponGroup::IsPrimary() const +{ + if (weapons.size() > 0) + return weapons[0]->IsPrimary(); + + return false; +} + +bool +WeaponGroup::IsDrone() const +{ + if (weapons.size() > 0) + return weapons[0]->IsDrone(); + + return false; +} + +bool +WeaponGroup::IsDecoy() const +{ + if (weapons.size() > 0) + return weapons[0]->IsDecoy(); + + return false; +} + +bool +WeaponGroup::IsProbe() const +{ + if (weapons.size() > 0) + return weapons[0]->IsProbe(); + + return false; +} + +bool +WeaponGroup::IsMissile() const +{ + if (weapons.size() > 0) + return weapons[0]->IsMissile(); + + return false; +} + +bool +WeaponGroup::IsBeam() const +{ + if (weapons.size() > 0) + return weapons[0]->IsBeam(); + + return false; +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::AddWeapon(Weapon* w) +{ + weapons.append(w); +} + +int +WeaponGroup::NumWeapons() const +{ + return weapons.size(); +} + +List& +WeaponGroup::GetWeapons() +{ + return weapons; +} + +bool +WeaponGroup::Contains(const Weapon* w) const +{ + return weapons.contains(w)?true:false; +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::SelectWeapon(int n) +{ + if (n >= 0 && n < weapons.size()) + selected = n; +} + +void +WeaponGroup::CycleWeapon() +{ + selected++; + + if (selected >= weapons.size()) + selected = 0; +} + +Weapon* +WeaponGroup::GetWeapon(int n) const +{ + if (n >= 0 && n < weapons.size()) + return weapons[n]; + + return 0; +} + +Weapon* +WeaponGroup::GetSelected() const +{ + return weapons[selected]; +} + +bool +WeaponGroup::CanTarget(DWORD tgt_class) const +{ + if (selected >= 0 && selected < weapons.size()) + return weapons[selected]->CanTarget(tgt_class); + + return false; +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::ExecFrame(double seconds) +{ + ammo = 0; + mass = 0.0f; + resist = 0.0f; + + ListIter iter = weapons; + while (++iter) { + Weapon* w = iter.value(); + w->ExecFrame(seconds); + + ammo += w->Ammo(); + mass += w->Mass(); + resist += w->Resistance(); + } +} + +void +WeaponGroup::CheckAmmo() +{ + ammo = 0; + mass = 0.0f; + resist = 0.0f; + + ListIter iter = weapons; + while (++iter) { + Weapon* w = iter.value(); + + ammo += w->Ammo(); + mass += w->Mass(); + resist += w->Resistance(); + } +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::SetTarget(SimObject* target, System* subtarget) +{ + ListIter w = weapons; + while (++w) + w->SetTarget(target, subtarget); +} + +SimObject* +WeaponGroup::GetTarget() const +{ + SimObject* target = 0; + + if (weapons.size()) + target = weapons[0]->GetTarget(); + + return target; +} + +System* +WeaponGroup::GetSubTarget() const +{ + System* subtarget = 0; + + if (weapons.size()) + subtarget = weapons[0]->GetSubTarget(); + + return subtarget; +} + +void +WeaponGroup::DropTarget() +{ + ListIter w = weapons; + while (++w) + w->SetTarget(0, 0); +} + +// +--------------------------------------------------------------------+ + +WeaponDesign* +WeaponGroup::GetDesign() const +{ + if (selected >= 0 && selected < weapons.size()) + return (WeaponDesign*) weapons[selected]->Design(); + + return 0; +} + +// +--------------------------------------------------------------------+ + +int +WeaponGroup::Status() const +{ + int status = System::NOMINAL; + int critical = true; + + ListIter iter = (List&) weapons; // cast-away const + while (++iter) { + Weapon* w = iter.value(); + + if (w->Status() < System::NOMINAL) + status = System::DEGRADED; + + if (w->Status() > System::CRITICAL) + critical = false; + } + + if (critical) + return System::CRITICAL; + + return status; +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::SetFiringOrders(int o) +{ + orders = o; + + ListIter w = weapons; + while (++w) + w->SetFiringOrders(orders); +} + +void +WeaponGroup::SetControlMode(int m) +{ + control = m; + + ListIter w = weapons; + while (++w) + w->SetControlMode(control); +} + +void +WeaponGroup::SetSweep(int s) +{ + sweep = s; + + ListIter w = weapons; + while (++w) + w->SetSweep(sweep); +} + +// +--------------------------------------------------------------------+ + +void +WeaponGroup::PowerOff() +{ + ListIter w = weapons; + while (++w) + w->PowerOff(); +} + +void +WeaponGroup::PowerOn() +{ + ListIter w = weapons; + while (++w) + w->PowerOn(); +} + +// +--------------------------------------------------------------------+ + +int +WeaponGroup::Value() const +{ + int result = 0; + + for (int i = 0; i < weapons.size(); i++) { + const Weapon* w = weapons[i]; + result += w->Value(); + } + + return result; +} -- cgit v1.1