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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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