From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- Stars45/WeaponDesign.h | 186 ------------------------------------------------- 1 file changed, 186 deletions(-) delete mode 100644 Stars45/WeaponDesign.h (limited to 'Stars45/WeaponDesign.h') diff --git a/Stars45/WeaponDesign.h b/Stars45/WeaponDesign.h deleted file mode 100644 index 712d220..0000000 --- a/Stars45/WeaponDesign.h +++ /dev/null @@ -1,186 +0,0 @@ -/* 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& 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 - -- cgit v1.1