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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, 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 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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