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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
========
Weapon (gun or missile launcher) class
*/
#pragma once
#include <cstdint>
#include "Text.h"
#include "SimObject.h"
#include "System.h"
#include "WeaponDesign.h"
#include "Geometry.h"
// +--------------------------------------------------------------------+
class Weapon;
class Ship;
class Shot;
class Solid;
// +--------------------------------------------------------------------+
class Weapon : public System, public SimObserver
{
public:
static const char* TYPENAME() { return "Weapon"; }
enum Constants { MAX_BARRELS=8 };
enum Orders { MANUAL, AUTO, POINT_DEFENSE };
enum Control { SINGLE_FIRE, RIPPLE_FIRE, SALVO_FIRE };
enum Sweep { SWEEP_NONE, SWEEP_TIGHT, SWEEP_WIDE };
Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0);
Weapon(const Weapon& rhs);
virtual ~Weapon();
int operator==(const Weapon& w) const { return this == &w; }
int Track(SimObject* targ, System* sub);
Shot* Fire();
Shot* NetFirePrimary(SimObject* targ, System* sub, int count);
Shot* NetFireSecondary(SimObject* targ, System* sub, std::uint32_t objid);
void SetTarget(SimObject* t, System* sub);
void SelectTarget();
bool CanTarget(std::uint32_t classification) const; // TODO
SimObject* GetTarget() const { return target; }
System* GetSubTarget() const { return subtarget; }
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; }
void Enable() { enabled = true; }
void Disable() { enabled = false; }
const WeaponDesign* Design() const { return design; }
const char* Group() const { return group; }
int Enabled() const { return enabled; }
int Ammo() const { return ammo; }
int Guided() const { return guided; }
int Locked() const { return locked; }
float Velocity() const { return shot_speed; }
float Mass() const { return mass*ammo; }
float Resistance()const { return resist*ammo; }
Shot* GetBeam(int i);
// needed to set proper ammo level when joining multiplayer in progress:
void SetAmmo(int a);
bool IsPrimary() const;
bool IsDrone() const;
bool IsDecoy() const;
bool IsProbe() const;
bool IsMissile() const;
bool IsBeam() const;
virtual void ExecFrame(double factor);
virtual void Orient(const Physical* rep);
virtual void Distribute(double delivered_energy, double seconds);
const Ship* Owner() const { return ship; }
void SetOwner(Ship* ship);
int GetIndex() const { return index; }
void SetIndex(int n) { index = n; }
Point GetAimVector() const { return aim_cam.vpn(); }
void SetAzimuth(double a) { aim_azimuth = (float) a; }
double GetAzimuth() const { return aim_azimuth; }
void SetElevation(double e) { aim_elevation = (float) e; }
double GetElevation() const { return aim_elevation; }
void SetRestAzimuth(double a) { aim_az_rest = (float) a; }
double GetRestAzimuth() const { return aim_az_rest; }
void SetRestElevation(double e) { aim_el_rest = (float) e; }
double GetRestElevation() const { return aim_el_rest; }
void SetAzimuthMax(double a) { aim_az_max = (float) a; }
double GetAzimuthMax() const { return aim_az_max; }
void SetAzimuthMin(double a) { aim_az_min = (float) a; }
double GetAzimuthMin() const { return aim_az_min; }
void SetElevationMax(double e) { aim_el_max = (float) e; }
double GetElevationMax() const { return aim_el_max; }
void SetElevationMin(double e) { aim_el_min = (float) e; }
double GetElevationMin() const { return aim_el_min; }
void SetGroup(const char* n) { group = n; }
bool IsBlockedFriendly() const { return blocked; }
void SetBlockedFriendly(bool b) { blocked = b; }
Solid* GetTurret();
Solid* GetTurretBase();
Solid* GetVisibleStore(int i);
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
protected:
Shot* FireBarrel(int n);
Shot* CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner);
void SetBeamPoints(bool aim=false);
void Aim();
void AimTurret(double az, double el);
void ZeroAim();
void FindObjective();
Point Transform(const Point& pt);
bool CanLockPoint(const Point& test, double& az, double& el, Point* obj=0);
// data members:
WeaponDesign* design;
Text group;
Point muzzle_pts[MAX_BARRELS];
Point rel_pts[MAX_BARRELS];
Solid* turret;
Solid* turret_base;
Solid* visible_stores[MAX_BARRELS];
int nbarrels;
int active_barrel;
float refire;
int ammo;
int ripple_count;
// carrying costs per shot:
float mass;
float resist;
// for targeting computer:
int guided;
bool enabled;
bool locked;
bool centered;
bool firing;
bool blocked;
float shot_speed;
int index;
int orders;
int control;
int sweep;
SimObject* target;
System* subtarget;
Point objective;
Point obj_w;
Camera aim_cam;
float aim_azimuth;
float aim_elevation;
float old_azimuth;
float old_elevation;
// auto-aiming arc
float aim_az_max; // maximum deflection in azimuth
float aim_az_min; // minimum deflection in azimuth
float aim_az_rest; // azimuth of turret at rest
float aim_el_max; // maximum deflection in elevation
float aim_el_min; // minimum deflection in elevation
float aim_el_rest; // elevation of turret at rest
std::uint32_t aim_time;
Shot** beams;
};
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