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/* 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.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
SUBSYSTEM: Stars.exe
FILE: HardPoint.h
AUTHOR: John DiCamillo
OVERVIEW
========
Hard Point (gun or missile launcher) class
*/
#ifndef HardPoint_h
#define HardPoint_h
#include "Types.h"
#include "Geometry.h"
#include "Text.h"
// +--------------------------------------------------------------------+
class Weapon;
class WeaponDesign;
// +--------------------------------------------------------------------+
class HardPoint
{
public:
static const char* TYPENAME() { return "HardPoint"; }
enum CONSTANTS { MAX_DESIGNS=8 };
HardPoint(Vec3 muzzle, double az=0, double el=0);
HardPoint(const HardPoint& rhs);
virtual ~HardPoint();
int operator==(const HardPoint& w) const { return this == &w; }
virtual void AddDesign(WeaponDesign* dsn);
virtual Weapon* CreateWeapon(int type_index=0);
virtual double GetCarryMass(int type_index=0);
WeaponDesign* GetWeaponDesign(int n) { return designs[n]; }
virtual void Mount(Point loc, float rad, float hull=0.5f);
Point MountLocation() const { return mount_rel; }
double Radius() const { return radius; }
double HullProtection() const { return hull_factor; }
virtual const char* GetName() const { return name; }
virtual void SetName(const char* s) { name = s; }
virtual const char* GetAbbreviation() const { return abrv; }
virtual void SetAbbreviation(const char* s) { abrv = s; }
virtual const char* GetDesign() const { return sys_dsn; }
virtual void SetDesign(const char* s) { sys_dsn = s; }
virtual double GetAzimuth() const { return aim_azimuth; }
virtual void SetAzimuth(double a) { aim_azimuth = (float) a; }
virtual double GetElevation() const { return aim_elevation; }
virtual void SetElevation(double e) { aim_elevation = (float) e; }
protected:
// Displayable name:
Text name;
Text abrv;
Text sys_dsn;
WeaponDesign* designs[MAX_DESIGNS];
Vec3 muzzle;
float aim_azimuth;
float aim_elevation;
// Mounting:
Point mount_rel; // object space
float radius;
float hull_factor;
};
#endif // HardPoint_h
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