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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 (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
-