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
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
|
/* 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
========
HardPoint class
*/
#include "HardPoint.h"
#include "Weapon.h"
#include "WeaponDesign.h"
#include "Shot.h"
#include "Ship.h"
#include "Sim.h"
// +----------------------------------------------------------------------+
HardPoint::HardPoint(Vec3 muzzle_loc, double az, double el)
: aim_azimuth((float) az), aim_elevation((float) el), muzzle(muzzle_loc)
{
ZeroMemory(designs, sizeof(designs));
}
// +----------------------------------------------------------------------+
HardPoint::HardPoint(const HardPoint& h)
: aim_azimuth(h.aim_azimuth), aim_elevation(h.aim_elevation), muzzle(h.muzzle),
mount_rel(h.mount_rel), radius(h.radius), hull_factor(h.hull_factor)
{
CopyMemory(designs, h.designs, sizeof(designs));
}
// +--------------------------------------------------------------------+
HardPoint::~HardPoint()
{
}
// +--------------------------------------------------------------------+
void
HardPoint::Mount(Point loc, float rad, float hull)
{
mount_rel = loc;
radius = rad;
hull_factor = hull;
}
// +--------------------------------------------------------------------+
void
HardPoint::AddDesign(WeaponDesign* d)
{
for (int i = 0; i < MAX_DESIGNS; i++) {
if (!designs[i]) {
designs[i] = d;
return;
}
}
}
// +--------------------------------------------------------------------+
Weapon*
HardPoint::CreateWeapon(int type_index)
{
if (type_index >= 0 && type_index < MAX_DESIGNS && designs[type_index]) {
Vec3 zero_pt = Vec3(0.0f, 0.0f, 0.0f);
Vec3* muzzle_pt = &zero_pt;
if (designs[type_index]->turret.length() == 0)
muzzle_pt = &muzzle;
Weapon* missile = new Weapon(designs[type_index],
1,
muzzle_pt,
aim_azimuth,
aim_elevation);
missile->SetAbbreviation(GetAbbreviation());
missile->Mount(mount_rel, radius, hull_factor);
return missile;
}
return 0;
}
// +--------------------------------------------------------------------+
double
HardPoint::GetCarryMass(int type_index)
{
if (type_index >= 0 && type_index < MAX_DESIGNS && designs[type_index])
return designs[type_index]->carry_mass;
return 0;
}
|