/* 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. 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SUBSYSTEM: Stars.exe FILE: Weapon.h AUTHOR: John DiCamillo OVERVIEW ======== Weapon (gun or missile launcher) class */ #ifndef Weapon_h #define Weapon_h #include "Types.h" #include "SimObject.h" #include "System.h" #include "WeaponDesign.h" #include "Geometry.h" #include "Text.h" // +--------------------------------------------------------------------+ class Weapon; class Ship; class Shot; 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; 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; }; #endif // Weapon_h