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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:         Weapon.h
    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