From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/ShipDesign.h | 292 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 292 insertions(+) create mode 100644 Stars45/ShipDesign.h (limited to 'Stars45/ShipDesign.h') diff --git a/Stars45/ShipDesign.h b/Stars45/ShipDesign.h new file mode 100644 index 0000000..6ae85dc --- /dev/null +++ b/Stars45/ShipDesign.h @@ -0,0 +1,292 @@ +/* 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& 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 models[4]; + List offsets[4]; + float feature_size[4]; + List spin_rates; + + // player selectable skins: + List 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 reactors; + List weapons; + List hard_points; + List drives; + List computers; + List flight_decks; + List 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 loadouts; + List map_sprites; + List squadrons; + + Bitmap beauty; + Bitmap hud_icon; +}; + +// +--------------------------------------------------------------------+ + +#endif ShipDesign_h + -- cgit v1.1