blob: 5bb53b42cd527cf6368bda173381a04729fb9d9e (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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
========
Decoy / Weapons Drone class
*/
#ifndef Drone_h
#define Drone_h
#include "Types.h"
#include "Geometry.h"
#include "Shot.h"
// +--------------------------------------------------------------------+
class Camera;
class Ship;
class Trail;
class System;
class WeaponDesign;
class Sprite3D;
class Sound;
// +--------------------------------------------------------------------+
class Drone : public Shot
{
public:
static const char* TYPENAME() { return "Drone"; }
Drone(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0);
virtual ~Drone();
virtual void SeekTarget(SimObject* target, System* sub=0);
virtual void ExecFrame(double factor);
virtual bool IsDrone() const { return true; }
virtual bool IsDecoy() const { return decoy_type != 0; }
virtual bool IsProbe() const { return probe?true:false; }
virtual void Disarm();
virtual void Destroy();
// SENSORS AND VISIBILITY:
virtual double PCS() const;
virtual double ACS() const;
virtual const char* ClassName() const;
virtual int Class() const;
// DAMAGE RESOLUTION:
void SetLife(int seconds) { life = seconds; }
virtual int HitBy(Shot* shot, Point& impact);
protected:
int iff_code;
int decoy_type;
int probe;
};
#endif // Drone_h
|