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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: 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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