diff options
Diffstat (limited to 'Stars45/ShipDesign.h')
-rw-r--r-- | Stars45/ShipDesign.h | 608 |
1 files changed, 316 insertions, 292 deletions
diff --git a/Stars45/ShipDesign.h b/Stars45/ShipDesign.h index be5b14f..cec02b5 100644 --- a/Stars45/ShipDesign.h +++ b/Stars45/ShipDesign.h @@ -1,292 +1,316 @@ -/* Project Starshatter 4.6
- Destroyer Studios LLC
- Copyright © 1997-2006. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: ShipDesign.h
- 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
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: ShipDesign.h + 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 + |