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/*  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
    ========
    Hard Point (gun or missile launcher) class
*/

#ifndef HardPoint_h
#define HardPoint_h

#include "Types.h"
#include "Geometry.h"
#include "Text.h"

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

class Weapon;
class WeaponDesign;

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

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

    enum CONSTANTS { MAX_DESIGNS=8 };

    HardPoint(Vec3 muzzle, double az=0, double el=0);
    HardPoint(const HardPoint& rhs);
    virtual ~HardPoint();

    int operator==(const HardPoint& w) const { return this == &w; }

    virtual void      AddDesign(WeaponDesign* dsn);
    virtual Weapon*   CreateWeapon(int type_index=0);
    virtual double    GetCarryMass(int type_index=0);
    WeaponDesign*     GetWeaponDesign(int n) { return designs[n]; }

    virtual void      Mount(Point loc, float rad, float hull=0.5f);
    Point             MountLocation()               const { return mount_rel;   }
    double            Radius()                      const { return radius;      }
    double            HullProtection()              const { return hull_factor; }

    virtual const char* GetName()                   const { return name;        }
    virtual void        SetName(const char* s)            { name = s;           }
    virtual const char* GetAbbreviation()           const { return abrv;        }
    virtual void        SetAbbreviation(const char* s)    { abrv = s;           }
    virtual const char* GetDesign()                 const { return sys_dsn;     }
    virtual void        SetDesign(const char* s)          { sys_dsn = s;        }

    virtual double    GetAzimuth()                  const { return aim_azimuth;      }
    virtual void      SetAzimuth(double a)                { aim_azimuth = (float) a; }
    virtual double    GetElevation()                const { return aim_elevation; }
    virtual void      SetElevation(double e)              { aim_elevation = (float) e; }

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

    WeaponDesign*     designs[MAX_DESIGNS];
    Vec3              muzzle;
    float             aim_azimuth;
    float             aim_elevation;

    // Mounting:
    Point             mount_rel;  // object space
    float             radius;
    float             hull_factor;
};

#endif  // HardPoint_h