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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         HardPoint.cpp
    AUTHOR:       John DiCamillo


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

#include "MemDebug.h"
#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(__FILE__,__LINE__) 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;
}