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/* 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
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