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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/WeaponDesign.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/WeaponDesign.h')
-rw-r--r-- | StarsEx/WeaponDesign.h | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/StarsEx/WeaponDesign.h b/StarsEx/WeaponDesign.h new file mode 100644 index 0000000..712d220 --- /dev/null +++ b/StarsEx/WeaponDesign.h @@ -0,0 +1,186 @@ +/* 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 (gun or missile launcher) Design parameters class +*/ + +#ifndef WeaponDesign_h +#define WeaponDesign_h + +#include "Types.h" +#include "Geometry.h" +#include "Color.h" +#include "List.h" +#include "Text.h" + +// +--------------------------------------------------------------------+ + +class Bitmap; +class Model; +class Sound; + +// +--------------------------------------------------------------------+ + +class WeaponDesign +{ +public: + static const char* TYPENAME() { return "WeaponDesign"; } + + enum CONSTANTS { + DMG_NORMAL=0, + DMG_EMP =1, + DMG_POWER =2, + MAX_STORES=8 + }; + + WeaponDesign(); + ~WeaponDesign(); + int operator == (const WeaponDesign& rhs) const { return (type == rhs.type) || + (name == rhs.name); } + + static void Initialize(const char* filename); + static void Close(); + + static WeaponDesign* Get(int type); + static WeaponDesign* Find(const char* name); + static WeaponDesign* FindModDesign(const char* name); + static void ClearModCatalog(); + static int GetDesignList(List<Text>& designs); + + // identification: + int type; // unique id + Text name; + Text group; + Text description; // background info for tactical reference + bool secret; // don't display in the tactical reference + + bool drone; // visible to sensors? + bool primary; // laser or missile? + bool beam; // if laser, beam or bolt? + bool self_aiming; // turret or fixed? + bool syncro; // fire all barrels? + bool flak; // splash damage + int guided; // straight, pure pursuit, lead pursuit + int value; // AI importance of system + int decoy_type; // Ship Classifcation of decoy signature + bool probe; // is sensor probe? + DWORD target_type; // bitmask of acceptable target classes + + // for turrets: + Vec3 muzzle_pts[MAX_STORES]; // default turret muzzle points + int nbarrels; // number of barrels on the turret + + // for missile hard points: + bool visible_stores; // are external stores visible? + Vec3 attachments[MAX_STORES]; // attachment points on the rail + int nstores; // number of stores on this hard point + Vec3 eject; // eject velocity from rail in 3D + + // auto-aiming arc + float firing_cone; // maximum deflection in any orientation + 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 + float slew_rate; // max rate of turret slew in rad/sec + int turret_axis; // 0=az 1=el 2=not supported + + // functional parameters: + float capacity; // full charge (joules) + float recharge_rate; // watts + float refire_delay; // seconds - mechanical limit + float salvo_delay; // seconds - ai refire time + int ammo; + int ripple_count; // number of rounds per salvo + + // carrying costs per shot: + float charge; // energy cost of full charge + float min_charge; // minimum energy needed to fire + float carry_mass; + float carry_resist; + + // shot parameters: + int damage_type; // 0: normal, 1: EMP, 2: power drain + float damage; // if beam, damage per second; + // else, damage per shot. + float penetration; // ability to pierce shields, 1 is default + float speed; + float life; + float mass; + float drag; + float thrust; + float roll_rate; + float pitch_rate; + float yaw_rate; + float roll_drag; + float pitch_drag; + float yaw_drag; + float integrity; // hit points for drones = 100 + float lethal_radius; // detonation range for missiles + + float det_range; // detonation range for cluster weapons + Text det_child; // type of submunition + int det_count; // number of submunitions + float det_spread; // spread of submunition deployment + + // HUD parameters: + float min_range; + float max_range; + float max_track; + + // shot representation: + int graphic_type; // sprite or blob? + float width; // blob width + float length; // blob length + float scale; // sprite scale + float explosion_scale; // scale factor for damage to this drone + float light; // light emitted by shot + Color light_color; // color of light emitted by shot + float flash_scale; // size of muzzle flash sprite + float flare_scale; // size of drive flare sprite + + float spread_az; // spread range in radians + float spread_el; // spread range in radians + + Text anim_frames[16]; + int anim_length; + Text beauty; + Text bitmap; + Text model; + Text turret; + Text turret_base; + Text trail; + Text flash; + Text flare; + Text sound; + + Bitmap* beauty_img; + Bitmap* animation; + Bitmap* shot_img; + Bitmap* trail_img; + Bitmap* flash_img; + Bitmap* flare_img; + Model* shot_model; + Model* turret_model; + Model* turret_base_model; + Sound* sound_resource; + + int trail_length; + float trail_width; + int trail_dim; + +private: + static void LoadDesign(const char* path, const char* filename, bool mod=false); +}; + +#endif // WeaponDesign_h + |