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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         WeaponGroup.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	Weapon Control Category (Group) class
*/

#ifndef WeaponGroup_h
#define WeaponGroup_h

#include "Types.h"
#include "Weapon.h"
#include "Text.h"

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

class WeaponGroup
{
public:
	static const char* TYPENAME() { return "WeaponGroup"; }

	WeaponGroup(const char* name);
	~WeaponGroup();

	void              ExecFrame(double factor);

	// identification:
	const char*       Name()                     const { return name;    }
	const char*       Abbreviation()             const { return abrv;    }
	void              SetName(const char* n);
	void              SetAbbreviation(const char* a);

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

	// weapon list:
	void              AddWeapon(Weapon* w);
	int               NumWeapons()               const;
	List<Weapon>&     GetWeapons();
	bool              Contains(const Weapon* w)  const;

	// weapon selection:
	void              SelectWeapon(int n);
	void              CycleWeapon();
	Weapon*           GetWeapon(int n)           const;
	Weapon*           GetSelected()              const;

	// operations:
	bool              GetTrigger()               const    { return trigger; }
	void              SetTrigger(bool t=true)             { trigger = t;    }
	int               Ammo()                     const    { return ammo;    }
	float             Mass()                     const    { return mass;    }
	float             Resistance()               const    { return resist;  }
	void              CheckAmmo();

	void              SetTarget(SimObject* t, System* sub=0);
	SimObject*        GetTarget()                const;
	System*           GetSubTarget()             const;
	void              DropTarget();
	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;   }
	int               Status()                   const;

	WeaponDesign*     GetDesign()          const;
	bool              CanTarget(DWORD tgt_class) const;

	void              PowerOn();
	void              PowerOff();

protected:
	// Displayable name:
	Text              name;
	Text              abrv;

	List<Weapon>      weapons;

	int               selected;
	bool              trigger;
	int               ammo;

	int               orders;
	int               control;
	int               sweep;

	float             mass;
	float             resist;
};

#endif WeaponGroup_h