From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/WeaponDesign.h | 310 ++++++++++++++++++++++++------------------------- 1 file changed, 155 insertions(+), 155 deletions(-) (limited to 'Stars45/WeaponDesign.h') diff --git a/Stars45/WeaponDesign.h b/Stars45/WeaponDesign.h index c31472e..777e11b 100644 --- a/Stars45/WeaponDesign.h +++ b/Stars45/WeaponDesign.h @@ -1,15 +1,15 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: WeaponDesign.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: WeaponDesign.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Weapon (gun or missile launcher) Design parameters class + OVERVIEW + ======== + Weapon (gun or missile launcher) Design parameters class */ #ifndef WeaponDesign_h @@ -32,155 +32,155 @@ 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; + 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); + static void LoadDesign(const char* path, const char* filename, bool mod=false); }; #endif WeaponDesign_h -- cgit v1.1