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/*  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
    ========
    HardPoint class
*/

#include "HardPoint.h"
#include "Weapon.h"
#include "WeaponDesign.h"
#include "Shot.h"
#include "Ship.h"
#include "Sim.h"

// +----------------------------------------------------------------------+

HardPoint::HardPoint(Vec3 muzzle_loc, double az, double el)
: aim_azimuth((float) az), aim_elevation((float) el), muzzle(muzzle_loc)
{
    ZeroMemory(designs, sizeof(designs));
}

// +----------------------------------------------------------------------+

HardPoint::HardPoint(const HardPoint& h)
: aim_azimuth(h.aim_azimuth), aim_elevation(h.aim_elevation), muzzle(h.muzzle),
mount_rel(h.mount_rel), radius(h.radius), hull_factor(h.hull_factor)
{
    CopyMemory(designs, h.designs, sizeof(designs));
}

// +--------------------------------------------------------------------+

HardPoint::~HardPoint()
{
}

// +--------------------------------------------------------------------+

void
HardPoint::Mount(Point loc, float rad, float hull)
{
    mount_rel   = loc;
    radius      = rad;
    hull_factor = hull;
}

// +--------------------------------------------------------------------+

void
HardPoint::AddDesign(WeaponDesign* d)
{
    for (int i = 0; i < MAX_DESIGNS; i++) {
        if (!designs[i]) {
            designs[i] = d;
            return;
        }
    }
}

// +--------------------------------------------------------------------+

Weapon*
HardPoint::CreateWeapon(int type_index)
{
    if (type_index >= 0 && type_index < MAX_DESIGNS && designs[type_index]) {
        Vec3  zero_pt   = Vec3(0.0f, 0.0f, 0.0f);
        Vec3* muzzle_pt = &zero_pt;

        if (designs[type_index]->turret.length() == 0)
        muzzle_pt = &muzzle;

        Weapon* missile =  new Weapon(designs[type_index],
        1,
        muzzle_pt,
        aim_azimuth,
        aim_elevation);
        missile->SetAbbreviation(GetAbbreviation());
        missile->Mount(mount_rel, radius, hull_factor);
        return missile;
    }

    return 0;
}

// +--------------------------------------------------------------------+

double
HardPoint::GetCarryMass(int type_index)
{
    if (type_index >= 0 && type_index < MAX_DESIGNS && designs[type_index])
    return designs[type_index]->carry_mass;

    return 0;
}