summaryrefslogtreecommitdiffhomepage
path: root/Stars45/Shot.h
blob: 2721a71824935b758a56e77e90b8271b4e52d734 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         Shot.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	Laser and Missile class
*/

#ifndef Shot_h
#define Shot_h

#include "Types.h"
#include "Geometry.h"
#include "SimObject.h"
#include "Color.h"

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

class Camera;
class Ship;
class Trail;
class System;
class WeaponDesign;
class Sprite;
class Sound;

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

class Shot : public SimObject,
public SimObserver
{
public:
	static const char* TYPENAME() { return "Shot"; }

	Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0);
	virtual ~Shot();

	virtual void      SeekTarget(SimObject* target, System* sub=0);
	virtual void      ExecFrame(double factor);
	static void       Initialize();
	static void       Close();

	virtual void      Activate(Scene& scene);
	virtual void      Deactivate(Scene& scene);

	const Ship*       Owner()        const { return owner;      }
	double            Damage()       const;
	int               ShotType()     const { return type;       }
	virtual SimObject* GetTarget()   const;

	virtual bool      IsPrimary()    const { return primary;    }
	virtual bool      IsDrone()      const { return false;      }
	virtual bool      IsDecoy()      const { return false;      }
	virtual bool      IsProbe()      const { return false;      }
	virtual bool      IsMissile()    const { return !primary;   }
	virtual bool      IsArmed()      const { return armed;      }
	virtual bool      IsBeam()       const { return beam;       }
	virtual bool      IsFlak()       const;
	virtual bool      IsHostileTo(const SimObject* o) const;

	bool              HitTarget()    const { return hit_target; }
	void              SetHitTarget(bool h) { hit_target = h;    }

	virtual bool      IsTracking(Ship* tgt) const;
	virtual double    PCS()          const { return 0;          }
	virtual double    ACS()          const { return 0;          }
	virtual int       GetIFF()       const;
	virtual Color     MarkerColor()  const;

	const Point&      Origin()       const { return origin;     }
	float             Charge()       const { return charge;     }
	void              SetCharge(float c);
	double            Length()       const;
	Graphic*          GetTrail()     const { return (Graphic*) trail; }
	void              SetFuse(double seconds);

	void              SetBeamPoints(const Point& from, const Point& to);
	virtual void      Disarm();
	virtual void      Destroy();

	const WeaponDesign* Design()     const { return design;     }
	const char*       DesignName()   const;
	int               GetEta()       const { return eta;        }
	void              SetEta(int t)        { eta = t;           }

	double            AltitudeMSL()  const;
	double            AltitudeAGL()  const;

	// SimObserver interface:
	virtual bool         Update(SimObject* obj);
	virtual const char*  GetObserverName() const;

	int operator == (const Shot& s) const { return id == s.id; }

protected:
	const Ship*       owner;

	int               type;
	float             base_damage;
	float             charge;
	float             offset;
	float             altitude_agl;
	short             eta;
	BYTE              iff_code;
	bool              first_frame;
	bool              primary;
	bool              beam;
	bool              armed;
	bool              hit_target;

	Sprite*           flash;   // muzzle flash
	Sprite*           flare;   // drive flare
	Trail*            trail;   // exhaust trail

	Sound*            sound;
	WeaponDesign*     design;

	// for beam weapons:
	Point             origin;
};

#endif Shot_h