Starshatter_Open
Open source Starshatter engine
Main Page
Classes
Files
File List
File Members
All
Classes
Files
Functions
Variables
Typedefs
Enumerations
Enumerator
Friends
Macros
Ship.h
Go to the documentation of this file.
1
/* Project Starshatter 4.5
2
Destroyer Studios LLC
3
Copyright © 1997-2004. All Rights Reserved.
4
5
SUBSYSTEM: Stars.exe
6
FILE: Ship.h
7
AUTHOR: John DiCamillo
8
9
10
OVERVIEW
11
========
12
Starship (or space/ground station) class
13
*/
14
15
#ifndef Ship_h
16
#define Ship_h
17
18
#include "
Types.h
"
19
#include "
SimObject.h
"
20
#include "
DetailSet.h
"
21
#include "
Director.h
"
22
#include "
Geometry.h
"
23
#include "
List.h
"
24
25
// +--------------------------------------------------------------------+
26
27
class
Ship
;
28
class
Shot
;
29
class
Drone
;
30
31
class
Bitmap
;
32
class
CombatUnit
;
33
class
Computer
;
34
class
Contact
;
35
class
Drive
;
36
class
Element
;
37
class
Farcaster
;
38
class
FlightComp
;
39
class
FlightDeck
;
40
class
Hangar
;
41
class
InboundSlot
;
42
class
Instruction
;
43
class
LandingGear
;
44
class
MotionController
;
45
class
NavLight
;
46
class
NavSystem
;
47
class
PowerSource
;
48
class
QuantumDrive
;
49
class
RadioMessage
;
50
class
Shield
;
51
class
ShieldRep
;
52
class
ShipDesign
;
53
class
ShipKiller
;
54
class
Solid
;
55
class
Skin
;
56
class
Sound
;
57
class
Sensor
;
58
class
System
;
59
class
Thruster
;
60
class
Weapon
;
61
class
WeaponDesign
;
62
class
WeaponGroup
;
63
64
// +--------------------------------------------------------------------+
65
66
class
Ship
:
public
SimObject
,
67
public
SimObserver
68
{
69
public
:
70
static
const
char
*
TYPENAME
() {
return
"Ship"
; }
71
72
enum
CLASSIFICATION
{
73
DRONE
= 0x0001,
74
FIGHTER
= 0x0002,
75
ATTACK
= 0x0004,
76
LCA
= 0x0008,
77
COURIER
= 0x0010,
78
CARGO
= 0x0020,
79
CORVETTE
= 0x0040,
80
FREIGHTER
= 0x0080,
81
FRIGATE
= 0x0100,
82
DESTROYER
= 0x0200,
83
CRUISER
= 0x0400,
84
BATTLESHIP
= 0x0800,
85
CARRIER
= 0x1000,
86
DREADNAUGHT
= 0x2000,
87
88
STATION
= 0x4000,
89
FARCASTER
= 0x8000,
90
91
MINE
= 0x00010000,
92
COMSAT
= 0x00020000,
93
DEFSAT
= 0x00040000,
94
SWACS
= 0x00080000,
95
96
BUILDING
= 0x00100000,
97
FACTORY
= 0x00200000,
98
SAM
= 0x00400000,
99
EWR
= 0x00800000,
100
C3I
= 0x01000000,
101
STARBASE
= 0x02000000,
102
103
DROPSHIPS
= 0x0000000f,
104
STARSHIPS
= 0x0000fff0,
105
SPACE_UNITS
= 0x000f0000,
106
GROUND_UNITS
= 0xfff00000
107
};
108
109
enum
OP_MODE
{
DOCKED
,
ALERT
,
LOCKED
,
LAUNCH
,
TAKEOFF
,
ACTIVE
,
APPROACH
,
RECOVERY
,
DOCKING
};
110
enum
FLCS_MODE
{
FLCS_MANUAL
,
FLCS_AUTO
,
FLCS_HELM
};
111
enum
TRAN_TYPE
{
TRANSITION_NONE
,
112
TRANSITION_DROP_CAM
,
113
TRANSITION_DROP_ORBIT
,
114
TRANSITION_MAKE_ORBIT
,
115
TRANSITION_TIME_SKIP
,
116
TRANSITION_DEATH_SPIRAL
,
117
TRANSITION_DEAD
};
118
119
enum
FLIGHT_MODEL
{
FM_STANDARD
,
FM_RELAXED
,
FM_ARCADE
};
120
enum
LANDING_MODEL
{
LM_STANDARD
,
LM_EASIER
};
121
122
// CONSTRUCTORS:
123
Ship
(
const
char
* ship_name,
const
char
* reg_num,
ShipDesign
*
design
,
int
IFF=0,
int
cmd_ai=0,
const
int
*
loadout
=0);
124
virtual
~Ship
();
125
126
int
operator ==
(
const
Ship
& s)
const
{
return
id
== s.
id
; }
127
128
static
void
Initialize
();
129
static
void
Close
();
130
131
virtual
void
ExecFrame
(
double
seconds);
132
virtual
void
AeroFrame
(
double
seconds);
133
virtual
void
StatFrame
(
double
seconds);
134
virtual
void
DockFrame
(
double
seconds);
135
virtual
void
LinearFrame
(
double
seconds);
136
virtual
void
ExecSensors
(
double
seconds);
137
138
void
ExecNavFrame
(
double
seconds);
139
void
ExecPhysics
(
double
seconds);
140
void
ExecThrottle
(
double
seconds);
141
void
ExecSystems
(
double
seconds);
142
143
virtual
void
Activate
(
Scene
& scene);
144
virtual
void
Deactivate
(
Scene
& scene);
145
virtual
void
SelectDetail
(
double
seconds);
146
virtual
void
SetRegion
(
SimRegion
* rgn);
147
virtual
int
GetTextureList
(
List<Bitmap>
& textures);
148
149
// DIRECTION:
150
virtual
void
SetControls
(
MotionController
* m);
151
virtual
void
SetNetworkControl
(
Director
* net_ctrl=0);
152
void
SetDirectorInfo
(
const
char
* msg) {
director_info
= msg; }
153
const
char
*
GetDirectorInfo
()
const
{
return
director_info
; }
154
void
SetAIMode
(
int
n) {
ai_mode
= (BYTE) n; }
155
int
GetAIMode
()
const
{
return
(
int
)
ai_mode
; }
156
void
SetCommandAILevel
(
int
n) {
command_ai_level
= (BYTE) n; }
157
int
GetCommandAILevel
()
const
{
return
command_ai_level
; }
158
virtual
int
GetFlightPhase
()
const
{
return
flight_phase
; }
159
virtual
void
SetFlightPhase
(
OP_MODE
phase);
160
bool
IsNetObserver
()
const
{
return
net_observer_mode
; }
161
void
SetNetObserver
(
bool
n) {
net_observer_mode
= n; }
162
163
bool
IsInvulnerable
()
const
{
return
invulnerable
; }
164
void
SetInvulnerable
(
bool
n) {
invulnerable
= n; }
165
166
double
GetHelmHeading
()
const
{
return
helm_heading
; }
167
double
GetHelmPitch
()
const
{
return
helm_pitch
; }
168
void
SetHelmHeading
(
double
h);
169
void
SetHelmPitch
(
double
p);
170
virtual
void
ApplyHelmYaw
(
double
y);
171
virtual
void
ApplyHelmPitch
(
double
p);
172
virtual
void
ApplyPitch
(
double
pitch_acc);
// override for G limiter
173
174
void
ArcadeStop
() {
arcade_velocity
*= 0; }
175
176
// CAMERA:
177
Point
BridgeLocation
()
const
{
return
bridge_vec
; }
178
Point
ChaseLocation
()
const
{
return
chase_vec
; }
179
Point
TransitionLocation
()
const
{
return
transition_loc
; }
180
181
// FLIGHT DECK:
182
Ship
*
GetController
()
const
;
183
int
NumInbound
()
const
;
184
int
NumFlightDecks
()
const
;
185
FlightDeck
*
GetFlightDeck
(
int
i=0)
const
;
186
Ship
*
GetCarrier
()
const
{
return
carrier
; }
187
FlightDeck
*
GetDock
()
const
{
return
dock
; }
188
void
SetCarrier
(
Ship
* c,
FlightDeck
* d);
189
void
Stow
();
190
InboundSlot
*
GetInbound
()
const
{
return
inbound
; }
191
void
SetInbound
(
InboundSlot
* s);
192
193
// DRIVE SYSTEMS:
194
int
GetFuelLevel
()
const
;
// (0-100) percent of full tank
195
void
SetThrottle
(
double
percent);
196
void
SetAugmenter
(
bool
enable);
197
double
Thrust
(
double
seconds)
const
;
198
double
VelocityLimit
()
const
{
return
vlimit
; }
199
Drive
*
GetDrive
()
const
{
return
main_drive
; }
200
double
Throttle
()
const
{
return
throttle
; }
201
bool
Augmenter
()
const
{
return
augmenter
; }
202
QuantumDrive
*
GetQuantumDrive
()
const
{
return
quantum_drive
; }
203
Farcaster
*
GetFarcaster
()
const
{
return
farcaster
; }
204
205
bool
IsAirborne
()
const
;
206
bool
IsDropCam
()
const
{
return
transition_type
==
TRANSITION_DROP_CAM
; }
207
bool
IsDropping
()
const
{
return
transition_type
==
TRANSITION_DROP_ORBIT
; }
208
bool
IsAttaining
()
const
{
return
transition_type
==
TRANSITION_MAKE_ORBIT
; }
209
bool
IsSkipping
()
const
{
return
transition_type
==
TRANSITION_TIME_SKIP
; }
210
bool
IsDying
()
const
{
return
transition_type
==
TRANSITION_DEATH_SPIRAL
; }
211
bool
IsDead
()
const
{
return
transition_type
==
TRANSITION_DEAD
; }
212
bool
InTransition
()
const
{
return
transition_type
!=
TRANSITION_NONE
; }
213
void
DropOrbit
();
214
void
MakeOrbit
();
215
bool
CanTimeSkip
();
216
bool
IsInCombat
();
217
void
TimeSkip
();
218
void
DropCam
(
double
time=10,
double
range=0);
219
void
DeathSpiral
();
220
void
CompleteTransition
();
221
void
SetTransition
(
double
trans_time,
int
trans_type,
const
Point
& trans_loc);
222
223
double
CompassHeading
()
const
;
224
double
CompassPitch
()
const
;
225
double
AltitudeMSL
()
const
;
226
double
AltitudeAGL
()
const
;
227
double
GForce
()
const
;
228
229
virtual
void
SetupAgility
();
230
231
// FLIGHT CONTROL SYSTEM (FLCS):
232
void
ExecFLCSFrame
();
233
void
CycleFLCSMode
();
234
void
SetFLCSMode
(
int
mode);
235
int
GetFLCSMode
()
const
;
236
void
SetTransX
(
double
t);
237
void
SetTransY
(
double
t);
238
void
SetTransZ
(
double
t);
239
240
bool
IsGearDown
();
241
void
LowerGear
();
242
void
RaiseGear
();
243
void
ToggleGear
();
244
void
ToggleNavlights
();
245
246
// WEAPON SYSTEMS:
247
virtual
void
CheckFriendlyFire
();
248
virtual
void
CheckFire
(
bool
c) {
check_fire
= c; }
249
virtual
bool
CheckFire
()
const
{
return
(
check_fire
||
net_observer_mode
)?
true
:
false
; }
250
virtual
void
SelectWeapon
(
int
n,
int
w);
251
virtual
bool
FireWeapon
(
int
n);
252
virtual
bool
FirePrimary
() {
return
FireWeapon
(
primary
); }
253
virtual
bool
FireSecondary
() {
return
FireWeapon
(
secondary
); }
254
virtual
bool
FireDecoy
();
255
virtual
void
CyclePrimary
();
256
virtual
void
CycleSecondary
();
257
virtual
Weapon
*
GetPrimary
()
const
;
258
virtual
Weapon
*
GetSecondary
()
const
;
259
virtual
Weapon
*
GetWeaponByIndex
(
int
n);
260
virtual
WeaponGroup
*
GetPrimaryGroup
()
const
;
261
virtual
WeaponGroup
*
GetSecondaryGroup
()
const
;
262
virtual
Weapon
*
GetDecoy
()
const
;
263
virtual
List<Shot>
&
GetActiveDecoys
();
264
virtual
void
AddActiveDecoy
(
Drone
* d);
265
virtual
int
*
GetLoadout
() {
return
loadout
; }
266
267
List<Shot>
&
GetThreatList
();
268
void
AddThreat
(
Shot
* s);
269
void
DropThreat
(
Shot
* s);
270
271
virtual
bool
Update
(
SimObject
* obj);
272
virtual
const
char
*
GetObserverName
()
const
{
return
name
; }
273
274
virtual
int
GetMissileEta
(
int
index)
const
;
275
virtual
void
SetMissileEta
(
int
id
,
int
eta);
276
277
virtual
WeaponDesign
*
GetPrimaryDesign
()
const
;
278
virtual
WeaponDesign
*
GetSecondaryDesign
()
const
;
279
280
virtual
void
SetTarget
(
SimObject
* t,
System
* sub=0,
bool
from_net=
false
);
281
virtual
SimObject
*
GetTarget
()
const
{
return
target
; }
282
virtual
System
*
GetSubTarget
()
const
{
return
subtarget
; }
283
virtual
void
CycleSubTarget
(
int
dir
=1);
284
virtual
void
DropTarget
();
285
virtual
void
LockTarget
(
int
type=
SimObject::SIM_SHIP
,
286
bool
closest=
false
,
287
bool
hostile=
false
);
288
virtual
void
LockTarget
(
SimObject
* candidate);
289
virtual
bool
IsTracking
(
SimObject
* tgt);
290
virtual
bool
GetTrigger
(
int
i)
const
;
291
virtual
void
SetTrigger
(
int
i);
292
293
Ship
*
GetWard
()
const
{
return
ward
; }
294
void
SetWard
(
Ship
* s);
295
296
// SHIELD SYSTEMS:
297
virtual
double
InflictDamage
(
double
damage,
298
Shot
* shot = 0,
299
int
hit_type = 3,
300
Point
hull_impact =
Point
(0,0,0));
301
302
virtual
double
InflictSystemDamage
(
double
damage,
Shot
* shot,
Point
impact);
303
304
virtual
void
InflictNetDamage
(
double
damage,
Shot
* shot=0);
305
virtual
void
InflictNetSystemDamage
(
System
* system,
double
damage, BYTE type);
306
virtual
void
SetNetSystemStatus
(
System
* system,
int
status,
int
power,
int
reactor,
double
avail);
307
virtual
void
SetIntegrity
(
float
n) {
integrity
= n; }
308
309
virtual
void
Destroy
();
310
virtual
int
ShieldStrength
()
const
;
311
virtual
int
HullStrength
()
const
;
312
virtual
int
HitBy
(
Shot
* shot,
Point
& impact);
313
virtual
int
CollidesWith
(
Physical
& o);
314
315
// SENSORS AND VISIBILITY:
316
virtual
int
GetContactID
()
const
{
return
contact_id
; }
317
virtual
int
GetIFF
()
const
{
return
IFF_code
; }
318
virtual
void
SetIFF
(
int
iff);
319
virtual
Color
MarkerColor
()
const
;
320
static
Color
IFFColor
(
int
iff);
321
virtual
void
DoEMCON
();
322
virtual
double
PCS
()
const
;
323
virtual
double
ACS
()
const
;
324
int
NumContacts
()
const
;
// actual sensor contacts
325
List<Contact>
&
ContactList
();
326
virtual
int
GetSensorMode
()
const
;
327
virtual
void
SetSensorMode
(
int
mode);
328
virtual
void
LaunchProbe
();
329
virtual
Weapon
*
GetProbeLauncher
()
const
{
return
probe
; }
330
virtual
Drone
*
GetProbe
()
const
{
return
sensor_drone
; }
331
virtual
void
SetProbe
(
Drone
* d);
332
virtual
int
GetEMCON
()
const
{
return
emcon
; }
333
virtual
void
SetEMCON
(
int
e,
bool
from_net=
false
);
334
virtual
Contact
*
FindContact
(
SimObject
* s)
const
;
335
virtual
bool
IsHostileTo
(
const
SimObject
* o)
const
;
336
337
// GENERAL ACCESSORS:
338
const
char
*
Registry
()
const
{
return
regnum
; }
339
void
SetName
(
const
char
* ident) { strcpy_s(
name
, ident); }
340
const
ShipDesign
*
Design
()
const
{
return
design
; }
341
const
char
*
Abbreviation
()
const
;
342
const
char
*
DesignName
()
const
;
343
const
char
*
DesignFileName
()
const
;
344
static
const
char
*
ClassName
(
int
c);
345
static
int
ClassForName
(
const
char
*
name
);
346
const
char
*
ClassName
()
const
;
347
CLASSIFICATION
Class
()
const
;
348
bool
IsGroundUnit
()
const
;
349
bool
IsStarship
()
const
;
350
bool
IsDropship
()
const
;
351
bool
IsStatic
()
const
;
352
bool
IsRogue
()
const
;
353
void
SetRogue
(
bool
r=
true
);
354
int
GetFriendlyFire
()
const
{
return
ff_count
; }
355
void
SetFriendlyFire
(
int
f);
356
void
IncFriendlyFire
(
int
f=1);
357
double
Agility
()
const
{
return
agility
; }
358
DWORD
MissionClock
()
const
;
359
Graphic
*
Cockpit
()
const
;
360
void
ShowCockpit
();
361
void
HideCockpit
();
362
int
Value
()
const
;
363
double
AIValue
()
const
;
364
static
int
Value
(
int
type);
365
366
const
Skin
*
GetSkin
()
const
{
return
skin
; }
367
void
UseSkin
(
const
Skin
* s) {
skin
= s; }
368
void
ShowRep
();
369
void
HideRep
();
370
void
EnableShadows
(
bool
enable);
371
372
int
RespawnCount
()
const
{
return
respawns
; }
373
void
SetRespawnCount
(
int
r) {
respawns
= r; }
374
const
Point
&
RespawnLoc
()
const
{
return
respawn_loc
; }
375
void
SetRespawnLoc
(
const
Point
& rl)
376
{
respawn_loc
= rl; }
377
378
double
WarpFactor
()
const
{
return
warp_fov
; }
379
void
SetWarp
(
double
w) {
warp_fov
= (float) w; }
380
381
void
MatchOrientation
(
const
Ship
& s);
382
383
// ORDERS AND NAVIGATION:
384
void
ExecEvalFrame
(
double
seconds);
385
void
SetLaunchPoint
(
Instruction
* pt);
386
void
AddNavPoint
(
Instruction
* pt,
Instruction
* afterPoint=0);
387
void
DelNavPoint
(
Instruction
* pt);
388
void
ClearFlightPlan
();
389
Instruction
*
GetNextNavPoint
();
390
int
GetNavIndex
(
const
Instruction
* n);
391
double
RangeToNavPoint
(
const
Instruction
* n);
392
void
SetNavptStatus
(
Instruction
* n,
int
status);
393
List<Instruction>
&
GetFlightPlan
();
394
int
FlightPlanLength
();
395
CombatUnit
*
GetCombatUnit
()
const
{
return
combat_unit
; }
396
Element
*
GetElement
()
const
{
return
element
; }
397
Ship
*
GetLeader
()
const
;
398
int
GetElementIndex
()
const
;
399
int
GetOrigElementIndex
()
const
;
400
void
SetElement
(
Element
* e);
401
402
Instruction
*
GetRadioOrders
()
const
;
403
void
ClearRadioOrders
();
404
void
HandleRadioMessage
(
RadioMessage
* msg);
405
bool
IsAutoNavEngaged
();
406
void
SetAutoNav
(
bool
engage=
true
);
407
void
CommandMode
();
408
409
void
ClearTrack
();
410
void
UpdateTrack
();
411
int
TrackLength
()
const
{
return
ntrack
; }
412
Point
TrackPoint
(
int
i)
const
;
413
414
// DAMAGE CONTROL AND ENGINEERING:
415
List<System>
&
RepairQueue
() {
return
repair_queue
; }
416
double
RepairSpeed
()
const
;
417
int
RepairTeams
()
const
;
418
void
RepairSystem
(
System
* sys);
419
void
IncreaseRepairPriority
(
int
task_index);
420
void
DecreaseRepairPriority
(
int
task_index);
421
void
ExecMaintFrame
(
double
seconds);
422
bool
AutoRepair
()
const
{
return
auto_repair
; }
423
void
EnableRepair
(
bool
e) {
auto_repair
= e; }
424
bool
MasterCaution
()
const
{
return
master_caution
; }
425
void
ClearCaution
() {
master_caution
= 0; }
426
427
// SYSTEM ACCESSORS:
428
List<System>
&
Systems
() {
return
systems
; }
429
List<WeaponGroup>
&
Weapons
() {
return
weapons
; }
430
List<Drive>
&
Drives
() {
return
drives
; }
431
List<Computer>
&
Computers
() {
return
computers
; }
432
List<FlightDeck>
&
FlightDecks
() {
return
flight_decks
; }
433
List<PowerSource>
&
Reactors
() {
return
reactors
; }
434
List<NavLight>
&
NavLights
() {
return
navlights
; }
435
Shield
*
GetShield
() {
return
shield
; }
436
Solid
*
GetShieldRep
() {
return
(
Solid
*)
shieldRep
; }
437
Sensor
*
GetSensor
() {
return
sensor
; }
438
NavSystem
*
GetNavSystem
() {
return
navsys
; }
439
FlightComp
*
GetFLCS
() {
return
flcs
; }
440
Thruster
*
GetThruster
() {
return
thruster
; }
441
Hangar
*
GetHangar
() {
return
hangar
; }
442
LandingGear
*
GetGear
() {
return
gear
; }
443
444
System
*
GetSystem
(
int
sys_id);
445
446
static
int
GetControlModel
() {
return
control_model
; }
447
static
void
SetControlModel
(
int
n) {
control_model
= n; }
448
static
int
GetFlightModel
() {
return
flight_model
; }
449
static
void
SetFlightModel
(
int
f) {
flight_model
= f; }
450
static
int
GetLandingModel
() {
return
landing_model
; }
451
static
void
SetLandingModel
(
int
f) {
landing_model
= f; }
452
static
double
GetFriendlyFireLevel
() {
return
friendly_fire_level
; }
453
static
void
SetFriendlyFireLevel
(
double
f)
454
{
friendly_fire_level
= f; }
455
456
protected
:
457
int
CheckShotIntersection
(
Shot
* shot,
Point
& ipt,
Point
& hpt,
Weapon
** wep=0);
458
WeaponGroup
*
FindWeaponGroup
(
const
char
*
name
);
459
460
char
regnum
[16];
461
ShipDesign
*
design
;
462
ShipKiller
*
killer
;
463
DetailSet
detail
;
464
int
detail_level
;
465
Sim
*
sim
;
466
double
vlimit
;
467
double
agility
;
468
double
throttle
;
469
double
throttle_request
;
470
bool
augmenter
;
471
float
wep_mass
;
472
float
wep_resist
;
473
474
int
IFF_code
;
475
int
cmd_chain_index
;
476
int
ff_count
;
477
OP_MODE
flight_phase
;
478
479
SimObject
*
target
;
480
System
*
subtarget
;
481
Ship
*
ward
;
482
int
check_fire
;
483
int
primary
;
484
int
secondary
;
485
486
const
Skin
*
skin
;
487
Solid
*
cockpit
;
488
Drive
*
main_drive
;
489
QuantumDrive
*
quantum_drive
;
490
Farcaster
*
farcaster
;
491
Shield
*
shield
;
492
ShieldRep
*
shieldRep
;
493
NavSystem
*
navsys
;
494
FlightComp
*
flcs
;
495
Sensor
*
sensor
;
496
LandingGear
*
gear
;
497
Thruster
*
thruster
;
498
Weapon
*
decoy
;
499
Weapon
*
probe
;
500
Drone
*
sensor_drone
;
501
Hangar
*
hangar
;
502
List<Shot>
decoy_list
;
503
List<Shot>
threat_list
;
504
505
List<System>
systems
;
506
List<PowerSource>
reactors
;
507
List<WeaponGroup>
weapons
;
508
List<Drive>
drives
;
509
List<Computer>
computers
;
510
List<FlightDeck>
flight_decks
;
511
List<NavLight>
navlights
;
512
List<System>
repair_queue
;
513
514
CombatUnit
*
combat_unit
;
515
Element
*
element
;
516
int
orig_elem_index
;
517
Instruction
*
radio_orders
;
518
Instruction
*
launch_point
;
519
520
Vec3
chase_vec
;
521
Vec3
bridge_vec
;
522
523
const
char
*
director_info
;
524
BYTE
ai_mode
;
525
BYTE
command_ai_level
;
526
BYTE
flcs_mode
;
527
bool
net_observer_mode
;
528
529
float
pcs
;
// passive sensor cross section
530
float
acs
;
// active sensor cross section
531
BYTE
emcon
;
532
BYTE
old_emcon
;
533
bool
invulnerable
;
534
535
DWORD
launch_time
;
536
DWORD
friendly_fire_time
;
537
538
Ship
*
carrier
;
539
FlightDeck
*
dock
;
540
InboundSlot
*
inbound
;
541
542
Director
*
net_control
;
543
544
Point
*
track
;
545
int
ntrack
;
546
DWORD
track_time
;
547
548
float
helm_heading
;
549
float
helm_pitch
;
550
551
float
altitude_agl
;
552
float
g_force
;
553
554
float
warp_fov
;
555
556
float
transition_time
;
557
int
transition_type
;
558
Point
transition_loc
;
559
Point
respawn_loc
;
560
int
respawns
;
561
562
bool
master_caution
;
563
bool
auto_repair
;
564
DWORD
last_repair_time
;
565
DWORD
last_eval_time
;
566
DWORD
last_beam_time
;
567
DWORD
last_bolt_time
;
568
569
int
missile_id
[4];
570
BYTE
missile_eta
[4];
571
bool
trigger
[4];
572
int
*
loadout
;
573
574
int
contact_id
;
575
576
static
int
control_model
;
577
static
int
flight_model
;
578
static
int
landing_model
;
579
static
double
friendly_fire_level
;
580
};
581
582
#endif Ship_h
583
Stars45
Ship.h
Generated on Thu May 31 2012 16:31:15 for Starshatter_Open by
1.8.1