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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
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parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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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
+ ========
+ Starship Design parameters class
+*/
+
+#ifndef ShipDesign_h
+#define ShipDesign_h
+
+#include "Types.h"
+#include "Bitmap.h"
+#include "Geometry.h"
+#include "Term.h"
+#include "List.h"
+
+// +----------------------------------------------------------------------+
+
+class ShipDesign;
+class Model;
+class Skin;
+class PowerSource;
+class Weapon;
+class HardPoint;
+class Computer;
+class Drive;
+class QuantumDrive;
+class Farcaster;
+class Thruster;
+class Sensor;
+class NavLight;
+class NavSystem;
+class Shield;
+class FlightDeck;
+class LandingGear;
+class System;
+class Sound;
+
+// +====================================================================+
+
+class ShipLoad
+{
+public:
+ static const char* TYPENAME() { return "ShipLoad"; }
+
+ ShipLoad();
+
+ char name[64];
+ int load[16];
+ double mass;
+};
+
+class ShipSquadron
+{
+public:
+ static const char* TYPENAME() { return "ShipSquadron"; }
+
+ ShipSquadron();
+
+ char name[64];
+ ShipDesign* design;
+ int count;
+ int avail;
+};
+
+class ShipExplosion
+{
+public:
+ static const char* TYPENAME() { return "ShipExplosion"; }
+
+ ShipExplosion() { ZeroMemory(this, sizeof(ShipExplosion)); }
+
+ int type;
+ float time;
+ Vec3 loc;
+ bool final;
+};
+
+class ShipDebris
+{
+public:
+ static const char* TYPENAME() { return "ShipDebris"; }
+
+ ShipDebris() { ZeroMemory(this, sizeof(ShipDebris)); }
+
+ Model* model;
+ int count;
+ int life;
+ Vec3 loc;
+ float mass;
+ float speed;
+ float drag;
+ int fire_type;
+ Vec3 fire_loc[5];
+};
+
+// +====================================================================+
+// Used to share common information about ships of a single type.
+// ShipDesign objects are loaded from a text file and stored in a
+// static list (catalog) member for use by the Ship.
+
+class ShipDesign
+{
+public:
+ static const char* TYPENAME() { return "ShipDesign"; }
+
+ enum CONSTANTS {
+ MAX_DEBRIS = 10,
+ MAX_EXPLOSIONS = 10
+ };
+
+ ShipDesign();
+ ShipDesign(const char* name, const char* path, const char* filename, bool secret=false);
+ ~ShipDesign();
+
+ // public interface:
+ static void Initialize();
+ static void Close();
+ static bool CheckName(const char* name);
+ static ShipDesign* Get(const char* design_name, const char* design_path=0);
+ static ShipDesign* FindModDesign(const char* design_name, const char* design_path=0);
+ static void ClearModCatalog();
+ static int GetDesignList(int type, List<Text>& designs); // never destroy the design list!
+
+ static int ClassForName(const char* name);
+ static const char* ClassName(int type);
+
+ static int LoadCatalog(const char* path, const char* file, bool mod=false);
+ static void LoadSkins(const char* path, const char* archive=0);
+ static void PreloadCatalog(int index=-1);
+ static int StandardCatalogSize();
+
+ int operator == (const ShipDesign& s) const { return !strncmp(name, s.name, 31); }
+
+ // Parser:
+ void ParseShip(TermDef* def);
+
+ void ParsePower(TermStruct* val);
+ void ParseDrive(TermStruct* val);
+ void ParseQuantumDrive(TermStruct* val);
+ void ParseFarcaster(TermStruct* val);
+ void ParseThruster(TermStruct* val);
+ void ParseNavlight(TermStruct* val);
+ void ParseFlightDeck(TermStruct* val);
+ void ParseLandingGear(TermStruct* val);
+ void ParseWeapon(TermStruct* val);
+ void ParseHardPoint(TermStruct* val);
+ void ParseSensor(TermStruct* val);
+ void ParseNavsys(TermStruct* val);
+ void ParseComputer(TermStruct* val);
+ void ParseShield(TermStruct* val);
+ void ParseDeathSpiral(TermStruct* val);
+ void ParseExplosion(TermStruct* val, int index);
+ void ParseDebris(TermStruct* val, int index);
+ void ParseLoadout(TermStruct* val);
+ void ParseMap(TermStruct* val);
+ void ParseSquadron(TermStruct* val);
+ Skin* ParseSkin(TermStruct* val);
+ void ParseSkinMtl(TermStruct* val, Skin* skin);
+
+ // general information:
+ const char* DisplayName() const;
+
+ char filename[64];
+ char path_name[64];
+ char name[64];
+ char display_name[64];
+ char abrv[16];
+ int type;
+ float scale;
+ int auto_roll;
+ bool valid;
+ bool secret; // don't display in editor
+ Text description; // background info for tactical reference
+
+ // LOD representation:
+ int lod_levels;
+ List<Model> models[4];
+ List<Point> offsets[4];
+ float feature_size[4];
+ List<Point> spin_rates;
+
+ // player selectable skins:
+ List<Skin> skins;
+ const Skin* FindSkin(const char* skin_name) const;
+
+ // virtual cockpit:
+ Model* cockpit_model;
+ float cockpit_scale;
+
+ // performance:
+ float vlimit;
+ float agility;
+ float air_factor;
+ float roll_rate;
+ float pitch_rate;
+ float yaw_rate;
+ float trans_x;
+ float trans_y;
+ float trans_z;
+ float turn_bank;
+ Vec3 chase_vec;
+ Vec3 bridge_vec;
+ Vec3 beauty_cam;
+
+ float prep_time;
+
+ // physical data:
+ float drag, roll_drag, pitch_drag, yaw_drag;
+ float arcade_drag;
+ float mass, integrity, radius;
+
+ // aero data:
+ float CL, CD, stall;
+
+ // weapons:
+ int primary;
+ int secondary;
+
+ // drives:
+ int main_drive;
+
+ // visibility:
+ float pcs; // passive sensor cross section
+ float acs; // active sensor cross section
+ float detet; // maximum detection range
+ float e_factor[3]; // pcs scaling by emcon setting
+
+ // ai settings:
+ float avoid_time;
+ float avoid_fighter;
+ float avoid_strike;
+ float avoid_target;
+ float commit_range;
+
+ // death spriral sequence:
+ float death_spiral_time;
+ float explosion_scale;
+ ShipExplosion explosion[MAX_EXPLOSIONS];
+ ShipDebris debris[MAX_DEBRIS];
+
+ List<PowerSource> reactors;
+ List<Weapon> weapons;
+ List<HardPoint> hard_points;
+ List<Drive> drives;
+ List<Computer> computers;
+ List<FlightDeck> flight_decks;
+ List<NavLight> navlights;
+ QuantumDrive* quantum_drive;
+ Farcaster* farcaster;
+ Thruster* thruster;
+ Sensor* sensor;
+ NavSystem* navsys;
+ Shield* shield;
+ Model* shield_model;
+ Weapon* decoy;
+ Weapon* probe;
+ LandingGear* gear;
+
+ float splash_radius;
+ float scuttle;
+ float repair_speed;
+ int repair_teams;
+ bool repair_auto;
+ bool repair_screen;
+ bool wep_screen;
+
+ Text bolt_hit_sound;
+ Text beam_hit_sound;
+
+ Sound* bolt_hit_sound_resource;
+ Sound* beam_hit_sound_resource;
+
+ List<ShipLoad> loadouts;
+ List<Bitmap> map_sprites;
+ List<ShipSquadron> squadrons;
+
+ Bitmap beauty;
+ Bitmap hud_icon;
+};
+
+// +--------------------------------------------------------------------+
+
+#endif // ShipDesign_h
+