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ShipDesign.h
Go to the documentation of this file.
1
/* Project Starshatter 4.6
2
Destroyer Studios LLC
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Copyright © 1997-2006. All Rights Reserved.
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SUBSYSTEM: Stars.exe
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FILE: ShipDesign.h
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AUTHOR: John DiCamillo
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9
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OVERVIEW
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========
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Starship Design parameters class
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*/
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#ifndef ShipDesign_h
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#define ShipDesign_h
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#include "
Types.h
"
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#include "
Bitmap.h
"
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#include "
Geometry.h
"
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#include "
term.h
"
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#include "
List.h
"
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// +----------------------------------------------------------------------+
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class
ShipDesign
;
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class
Model
;
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class
Skin
;
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class
PowerSource
;
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class
Weapon
;
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class
HardPoint
;
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class
Computer
;
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class
Drive
;
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class
QuantumDrive
;
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class
Farcaster
;
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class
Thruster
;
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class
Sensor
;
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class
NavLight
;
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class
NavSystem
;
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class
Shield
;
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class
FlightDeck
;
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class
LandingGear
;
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class
System
;
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class
Sound
;
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// +====================================================================+
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class
ShipLoad
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{
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public
:
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static
const
char
*
TYPENAME
() {
return
"ShipLoad"
; }
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ShipLoad
();
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char
name
[64];
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int
load
[16];
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double
mass
;
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};
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class
ShipSquadron
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{
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public
:
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static
const
char
*
TYPENAME
() {
return
"ShipSquadron"
; }
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ShipSquadron
();
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char
name
[64];
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ShipDesign
*
design
;
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int
count
;
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int
avail
;
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};
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class
ShipExplosion
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{
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public
:
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static
const
char
*
TYPENAME
() {
return
"ShipExplosion"
; }
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ShipExplosion
() { ZeroMemory(
this
,
sizeof
(
ShipExplosion
)); }
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int
type
;
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float
time
;
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Vec3
loc
;
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bool
final
;
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};
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class
ShipDebris
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{
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public
:
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static
const
char
*
TYPENAME
() {
return
"ShipDebris"
; }
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ShipDebris
() { ZeroMemory(
this
,
sizeof
(
ShipDebris
)); }
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Model
*
model
;
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int
count
;
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int
life
;
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Vec3
loc
;
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float
mass
;
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float
speed
;
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float
drag
;
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int
fire_type
;
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Vec3
fire_loc
[5];
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};
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// +====================================================================+
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// Used to share common information about ships of a single type.
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// ShipDesign objects are loaded from a text file and stored in a
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// static list (catalog) member for use by the Ship.
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class
ShipDesign
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{
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public
:
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static
const
char
*
TYPENAME
() {
return
"ShipDesign"
; }
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enum
CONSTANTS
{
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MAX_DEBRIS
= 10,
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MAX_EXPLOSIONS
= 10
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};
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ShipDesign
();
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ShipDesign
(
const
char
*
name
,
const
char
* path,
const
char
*
filename
,
bool
secret
=
false
);
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~ShipDesign
();
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// public interface:
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static
void
Initialize
();
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static
void
Close
();
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static
bool
CheckName
(
const
char
*
name
);
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static
ShipDesign
*
Get
(
const
char
* design_name,
const
char
* design_path=0);
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static
ShipDesign
*
FindModDesign
(
const
char
* design_name,
const
char
* design_path=0);
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static
void
ClearModCatalog
();
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static
int
GetDesignList
(
int
type
,
List<Text>
& designs);
// never destroy the design list!
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static
int
ClassForName
(
const
char
*
name
);
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static
const
char
*
ClassName
(
int
type
);
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static
int
LoadCatalog
(
const
char
* path,
const
char
* file,
bool
mod=
false
);
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static
void
LoadSkins
(
const
char
* path,
const
char
* archive=0);
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static
void
PreloadCatalog
(
int
index=-1);
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static
int
StandardCatalogSize
();
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int
operator ==
(
const
ShipDesign
& s)
const
{
return
!strncmp(
name
, s.
name
, 31); }
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// Parser:
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void
ParseShip
(
TermDef
* def);
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void
ParsePower
(
TermStruct
* val);
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void
ParseDrive
(
TermStruct
* val);
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void
ParseQuantumDrive
(
TermStruct
* val);
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void
ParseFarcaster
(
TermStruct
* val);
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void
ParseThruster
(
TermStruct
* val);
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void
ParseNavlight
(
TermStruct
* val);
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void
ParseFlightDeck
(
TermStruct
* val);
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void
ParseLandingGear
(
TermStruct
* val);
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void
ParseWeapon
(
TermStruct
* val);
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void
ParseHardPoint
(
TermStruct
* val);
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void
ParseSensor
(
TermStruct
* val);
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void
ParseNavsys
(
TermStruct
* val);
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void
ParseComputer
(
TermStruct
* val);
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void
ParseShield
(
TermStruct
* val);
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void
ParseDeathSpiral
(
TermStruct
* val);
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void
ParseExplosion
(
TermStruct
* val,
int
index);
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void
ParseDebris
(
TermStruct
* val,
int
index);
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void
ParseLoadout
(
TermStruct
* val);
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void
ParseMap
(
TermStruct
* val);
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void
ParseSquadron
(
TermStruct
* val);
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Skin
*
ParseSkin
(
TermStruct
* val);
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void
ParseSkinMtl
(
TermStruct
* val,
Skin
* skin);
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// general information:
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const
char
*
DisplayName
()
const
;
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char
filename
[64];
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char
path_name
[64];
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char
name
[64];
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char
display_name
[64];
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char
abrv
[16];
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int
type
;
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float
scale
;
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int
auto_roll
;
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bool
valid
;
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bool
secret
;
// don't display in editor
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Text
description
;
// background info for tactical reference
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// LOD representation:
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int
lod_levels
;
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List<Model>
models
[4];
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List<Point>
offsets
[4];
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float
feature_size
[4];
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List<Point>
spin_rates
;
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// player selectable skins:
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List<Skin>
skins
;
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const
Skin
*
FindSkin
(
const
char
* skin_name)
const
;
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// virtual cockpit:
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Model
*
cockpit_model
;
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float
cockpit_scale
;
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// performance:
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float
vlimit
;
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float
agility
;
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float
air_factor
;
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float
roll_rate
;
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float
pitch_rate
;
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float
yaw_rate
;
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float
trans_x
;
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float
trans_y
;
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float
trans_z
;
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float
turn_bank
;
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Vec3
chase_vec
;
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Vec3
bridge_vec
;
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Vec3
beauty_cam
;
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float
prep_time
;
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// physical data:
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float
drag
,
roll_drag
,
pitch_drag
,
yaw_drag
;
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float
arcade_drag
;
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float
mass
,
integrity
,
radius
;
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// aero data:
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float
CL
,
CD
,
stall
;
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// weapons:
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int
primary
;
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int
secondary
;
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// drives:
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int
main_drive
;
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// visibility:
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float
pcs
;
// passive sensor cross section
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float
acs
;
// active sensor cross section
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float
detet
;
// maximum detection range
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float
e_factor
[3];
// pcs scaling by emcon setting
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// ai settings:
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float
avoid_time
;
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float
avoid_fighter
;
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float
avoid_strike
;
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float
avoid_target
;
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float
commit_range
;
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// death spriral sequence:
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float
death_spiral_time
;
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float
explosion_scale
;
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ShipExplosion
explosion
[
MAX_EXPLOSIONS
];
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ShipDebris
debris
[
MAX_DEBRIS
];
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List<PowerSource>
reactors
;
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List<Weapon>
weapons
;
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List<HardPoint>
hard_points
;
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List<Drive>
drives
;
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List<Computer>
computers
;
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List<FlightDeck>
flight_decks
;
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List<NavLight>
navlights
;
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QuantumDrive
*
quantum_drive
;
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Farcaster
*
farcaster
;
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Thruster
*
thruster
;
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Sensor
*
sensor
;
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NavSystem
*
navsys
;
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Shield
*
shield
;
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Model
*
shield_model
;
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Weapon
*
decoy
;
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Weapon
*
probe
;
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LandingGear
*
gear
;
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float
splash_radius
;
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float
scuttle
;
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float
repair_speed
;
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int
repair_teams
;
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bool
repair_auto
;
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bool
repair_screen
;
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bool
wep_screen
;
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Text
bolt_hit_sound
;
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Text
beam_hit_sound
;
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Sound
*
bolt_hit_sound_resource
;
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Sound
*
beam_hit_sound_resource
;
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List<ShipLoad>
loadouts
;
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List<Bitmap>
map_sprites
;
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List<ShipSquadron>
squadrons
;
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Bitmap
beauty
;
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Bitmap
hud_icon
;
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};
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// +--------------------------------------------------------------------+
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#endif ShipDesign_h
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Stars45
ShipDesign.h
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