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WeaponDesign.h
Go to the documentation of this file.
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/* Project Starshatter 4.5
2
Destroyer Studios LLC
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Copyright © 1997-2004. All Rights Reserved.
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SUBSYSTEM: Stars.exe
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FILE: WeaponDesign.h
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AUTHOR: John DiCamillo
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OVERVIEW
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========
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Weapon (gun or missile launcher) Design parameters class
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*/
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#ifndef WeaponDesign_h
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#define WeaponDesign_h
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#include "
Types.h
"
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#include "
Geometry.h
"
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#include "
Color.h
"
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#include "
List.h
"
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#include "
Text.h
"
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// +--------------------------------------------------------------------+
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class
Bitmap
;
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class
Model
;
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class
Sound
;
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// +--------------------------------------------------------------------+
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class
WeaponDesign
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{
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public
:
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static
const
char
*
TYPENAME
() {
return
"WeaponDesign"
; }
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enum
CONSTANTS
{
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DMG_NORMAL
=0,
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DMG_EMP
=1,
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DMG_POWER
=2,
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MAX_STORES
=8
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};
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WeaponDesign
();
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~WeaponDesign
();
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int
operator ==
(
const
WeaponDesign
& rhs)
const
{
return
(
type
== rhs.
type
) ||
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(
name
== rhs.
name
); }
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static
void
Initialize
(
const
char
* filename);
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static
void
Close
();
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static
WeaponDesign
*
Get
(
int
type
);
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static
WeaponDesign
*
Find
(
const
char
*
name
);
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static
WeaponDesign
*
FindModDesign
(
const
char
*
name
);
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static
void
ClearModCatalog
();
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static
int
GetDesignList
(
List<Text>
& designs);
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// identification:
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int
type
;
// unique id
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Text
name
;
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Text
group
;
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Text
description
;
// background info for tactical reference
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bool
secret
;
// don't display in the tactical reference
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bool
drone
;
// visible to sensors?
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bool
primary
;
// laser or missile?
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bool
beam
;
// if laser, beam or bolt?
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bool
self_aiming
;
// turret or fixed?
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bool
syncro
;
// fire all barrels?
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bool
flak
;
// splash damage
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int
guided
;
// straight, pure pursuit, lead pursuit
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int
value
;
// AI importance of system
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int
decoy_type
;
// Ship Classifcation of decoy signature
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bool
probe
;
// is sensor probe?
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DWORD
target_type
;
// bitmask of acceptable target classes
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// for turrets:
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Vec3
muzzle_pts
[
MAX_STORES
];
// default turret muzzle points
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int
nbarrels
;
// number of barrels on the turret
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// for missile hard points:
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bool
visible_stores
;
// are external stores visible?
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Vec3
attachments
[
MAX_STORES
];
// attachment points on the rail
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int
nstores
;
// number of stores on this hard point
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Vec3
eject
;
// eject velocity from rail in 3D
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// auto-aiming arc
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float
firing_cone
;
// maximum deflection in any orientation
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float
aim_az_max
;
// maximum deflection in azimuth
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float
aim_az_min
;
// minimum deflection in azimuth
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float
aim_az_rest
;
// azimuth of turret at rest
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float
aim_el_max
;
// maximum deflection in elevation
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float
aim_el_min
;
// minimum deflection in elevation
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float
aim_el_rest
;
// elevation of turret at rest
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float
slew_rate
;
// max rate of turret slew in rad/sec
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int
turret_axis
;
// 0=az 1=el 2=not supported
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// functional parameters:
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float
capacity
;
// full charge (joules)
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float
recharge_rate
;
// watts
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float
refire_delay
;
// seconds - mechanical limit
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float
salvo_delay
;
// seconds - ai refire time
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int
ammo
;
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int
ripple_count
;
// number of rounds per salvo
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// carrying costs per shot:
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float
charge
;
// energy cost of full charge
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float
min_charge
;
// minimum energy needed to fire
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float
carry_mass
;
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float
carry_resist
;
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// shot parameters:
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int
damage_type
;
// 0: normal, 1: EMP, 2: power drain
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float
damage
;
// if beam, damage per second;
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// else, damage per shot.
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float
penetration
;
// ability to pierce shields, 1 is default
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float
speed
;
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float
life
;
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float
mass
;
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float
drag
;
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float
thrust
;
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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
roll_drag
;
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float
pitch_drag
;
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float
yaw_drag
;
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float
integrity
;
// hit points for drones = 100
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float
lethal_radius
;
// detonation range for missiles
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float
det_range
;
// detonation range for cluster weapons
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Text
det_child
;
// type of submunition
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int
det_count
;
// number of submunitions
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float
det_spread
;
// spread of submunition deployment
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// HUD parameters:
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float
min_range
;
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float
max_range
;
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float
max_track
;
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// shot representation:
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int
graphic_type
;
// sprite or blob?
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float
width
;
// blob width
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float
length
;
// blob length
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float
scale
;
// sprite scale
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float
explosion_scale
;
// scale factor for damage to this drone
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float
light
;
// light emitted by shot
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Color
light_color
;
// color of light emitted by shot
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float
flash_scale
;
// size of muzzle flash sprite
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float
flare_scale
;
// size of drive flare sprite
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float
spread_az
;
// spread range in radians
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float
spread_el
;
// spread range in radians
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Text
anim_frames
[16];
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int
anim_length
;
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Text
beauty
;
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Text
bitmap
;
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Text
model
;
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Text
turret
;
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Text
turret_base
;
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Text
trail
;
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Text
flash
;
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Text
flare
;
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Text
sound
;
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Bitmap
*
beauty_img
;
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Bitmap
*
animation
;
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Bitmap
*
shot_img
;
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Bitmap
*
trail_img
;
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Bitmap
*
flash_img
;
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Bitmap
*
flare_img
;
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Model
*
shot_model
;
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Model
*
turret_model
;
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Model
*
turret_base_model
;
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Sound
*
sound_resource
;
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int
trail_length
;
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float
trail_width
;
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int
trail_dim
;
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private
:
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static
void
LoadDesign(
const
char
* path,
const
char
* filename,
bool
mod=
false
);
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};
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#endif WeaponDesign_h
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Stars45
WeaponDesign.h
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