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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
    ========
    Weapon (gun or missile launcher) class
*/

#ifndef Weapon_h
#define Weapon_h

#include "Types.h"
#include "SimObject.h"
#include "System.h"
#include "WeaponDesign.h"
#include "Geometry.h"
#include "Text.h"

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

class Weapon;
class Ship;
class Shot;

class Solid;

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

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

    enum Constants { MAX_BARRELS=8 };
    enum Orders    { MANUAL, AUTO, POINT_DEFENSE };
    enum Control   { SINGLE_FIRE, RIPPLE_FIRE, SALVO_FIRE };
    enum Sweep     { SWEEP_NONE, SWEEP_TIGHT, SWEEP_WIDE };

    Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0);
    Weapon(const Weapon& rhs);
    virtual ~Weapon();

    int operator==(const Weapon& w) const { return this == &w; }

    int               Track(SimObject* targ, System* sub);
    Shot*             Fire();
    Shot*             NetFirePrimary(SimObject* targ, System* sub, int count);
    Shot*             NetFireSecondary(SimObject* targ, System* sub, DWORD objid);
    void              SetTarget(SimObject* t, System* sub);
    void              SelectTarget();
    bool              CanTarget(DWORD classification) const;
    SimObject*         GetTarget() const { return target;     }
    System*           GetSubTarget() const { return subtarget; }
    void              SetFiringOrders(int o);
    int               GetFiringOrders()          const    { return orders; }
    void              SetControlMode(int m);
    int               GetControlMode()           const    { return control; }
    void              SetSweep(int s);
    int               GetSweep()                 const    { return sweep;   }

    void              Enable()    { enabled = true; }
    void              Disable()   { enabled = false; }

    const WeaponDesign* Design()  const { return design;        }
    const char*       Group()     const { return group;         }
    int               Enabled()   const { return enabled;       }
    int               Ammo()      const { return ammo;          }
    int               Guided()    const { return guided;        }
    int               Locked()    const { return locked;        }
    float             Velocity()  const { return shot_speed;    }
    float             Mass()      const { return mass*ammo;     }
    float             Resistance()const { return resist*ammo;   }
    Shot*             GetBeam(int i);

    // needed to set proper ammo level when joining multiplayer in progress:
    void              SetAmmo(int a);

    bool              IsPrimary() const;
    bool              IsDrone()   const;
    bool              IsDecoy()   const;
    bool              IsProbe()   const;
    bool              IsMissile() const;
    bool              IsBeam()    const;

    virtual void      ExecFrame(double factor);
    virtual void      Orient(const Physical* rep);
    virtual void      Distribute(double delivered_energy, double seconds);

    const Ship*       Owner() const              { return ship;  }
    void              SetOwner(Ship* ship);
    int               GetIndex()  const          { return index; }
    void              SetIndex(int n)            { index = n;    }

    Point             GetAimVector() const       { return aim_cam.vpn();       }
    void              SetAzimuth(double a)       { aim_azimuth = (float) a;    }
    double            GetAzimuth()   const       { return aim_azimuth;         }
    void              SetElevation(double e)     { aim_elevation = (float) e;  }
    double            GetElevation() const       { return aim_elevation;       }

    void              SetRestAzimuth(double a)   { aim_az_rest = (float) a;    }
    double            GetRestAzimuth()   const   { return aim_az_rest;         }
    void              SetRestElevation(double e) { aim_el_rest = (float) e;    }
    double            GetRestElevation() const   { return aim_el_rest;         }

    void              SetAzimuthMax(double a)    { aim_az_max = (float) a;     }
    double            GetAzimuthMax() const      { return aim_az_max;          }
    void              SetAzimuthMin(double a)    { aim_az_min = (float) a;     }
    double            GetAzimuthMin() const      { return aim_az_min;          }

    void              SetElevationMax(double e)  { aim_el_max = (float) e;     }
    double            GetElevationMax() const    { return aim_el_max;          }
    void              SetElevationMin(double e)  { aim_el_min = (float) e;     }
    double            GetElevationMin() const    { return aim_el_min;          }

    void              SetGroup(const char* n)    { group = n;                  }

    bool              IsBlockedFriendly() const  { return blocked;             }
    void              SetBlockedFriendly(bool b) { blocked = b;                }

    Solid*            GetTurret();
    Solid*            GetTurretBase();
    Solid*            GetVisibleStore(int i);

    virtual bool         Update(SimObject* obj);
    virtual const char*  GetObserverName() const;

protected:
    Shot*             FireBarrel(int n);
    Shot*             CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner);

    void              SetBeamPoints(bool aim=false);
    void              Aim();
    void              AimTurret(double az, double el);
    void              ZeroAim();
    void              FindObjective();
    Point             Transform(const Point& pt);
    bool              CanLockPoint(const Point& test, double& az, double& el, Point* obj=0);

    // data members:
    WeaponDesign*     design;
    Text              group;
    Point             muzzle_pts[MAX_BARRELS];
    Point             rel_pts[MAX_BARRELS];
    Solid*            turret;
    Solid*            turret_base;
    Solid*            visible_stores[MAX_BARRELS];
    int               nbarrels;
    int               active_barrel;

    float             refire;
    int               ammo;
    int               ripple_count;

    // carrying costs per shot:
    float             mass;
    float             resist;

    // for targeting computer:
    int               guided;
    bool              enabled;
    bool              locked;
    bool              centered;
    bool              firing;
    bool              blocked;
    float             shot_speed;

    int               index;

    int               orders;
    int               control;
    int               sweep;

    SimObject*        target;
    System*           subtarget;

    Point             objective;
    Point             obj_w;
    Camera            aim_cam;
    float             aim_azimuth;
    float             aim_elevation;
    float             old_azimuth;
    float             old_elevation;

    // auto-aiming arc
    float             aim_az_max;       // maximum deflection in azimuth
    float             aim_az_min;       // minimum deflection in azimuth
    float             aim_az_rest;      // azimuth of turret at rest
    float             aim_el_max;       // maximum deflection in elevation
    float             aim_el_min;       // minimum deflection in elevation
    float             aim_el_rest;      // elevation of turret at rest

    DWORD             aim_time;

    Shot**            beams;
};

#endif  // Weapon_h