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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
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