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📄 frag.h

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/*	frag.h		(c) Richard Thrippleton	Licensing terms are in the 'LICENSE' file	If that file is not included with this source then permission is not given to use this source in any way whatsoever.*/class ship;struct cord;class frag //A frag object, like phaser fire, torpedo, debris{	public:	enum {ENERGY=1,HOMER=2,DEBRIS=3}; //Frag types	enum {FIRE=1}; //Index of burning fire graphic	static const int ISIZE=512; //Capacity of frag index	frag(cord loc,int typ,short spr,short col,ship* trg,ship* own,vect mov,short rot,short pow,short trck,short rng); //Constructor to create a new frag from scratch	~frag(); //Destructor	static void init(); //Initialise the frag system datastructures	static void purgeall(); //Clean out the frag system after use	static void simulateall(); //Simulate all the frags and physics	static void notifydelete(ship* tshp); //Notify the frags of the deletion of a ship, to resolve dangling target and owner references	static void saveall(); //Save all frags to the database	static void loadall(); //Load all frags from database	static frag* get(int indx); //Return the frag of given index	void netout(int typ,unsigned char* buf); //Get type of data from frag into a network buffer	int self; //Self index in the database	cord loc; //Position	int typ; //Type (see the top enum)	ship* trg; //Target ship index	ship* own; //Owner ship index	private:	frag(int self); //Constructor, give it its index value and it will load from the database	void physics(); //Move the frag, do collisions	void home(); //Sub-function of physics, handles homing	void save(); //Save frag to a database	void load(); //Load frag from a database	static frag* frags[ISIZE]; //The frag index	int spr; //Associated sprite index	int col; //Colour if relevant (makes it a beam weapon)	long ox,oy; //Old co-ordinates, for purposes of clientside interpolation	vect mov; //Velocity vector	int rot; //Rotation frame to use	int pow; //Power/damage	long trck; //Tracking power	int rng; //Range left};

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