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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: 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
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