/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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SUBSYSTEM: Stars.exe FILE: ShipDesign.h AUTHOR: John DiCamillo OVERVIEW ======== Starship Design parameters class */ #ifndef ShipDesign_h #define ShipDesign_h #include "Types.h" #include "Bitmap.h" #include "Geometry.h" #include "Term.h" #include "List.h" // +----------------------------------------------------------------------+ class ShipDesign; class Model; class Skin; class PowerSource; class Weapon; class HardPoint; class Computer; class Drive; class QuantumDrive; class Farcaster; class Thruster; class Sensor; class NavLight; class NavSystem; class Shield; class FlightDeck; class LandingGear; class System; class Sound; // +====================================================================+ class ShipLoad { public: static const char* TYPENAME() { return "ShipLoad"; } ShipLoad(); char name[64]; int load[16]; double mass; }; class ShipSquadron { public: static const char* TYPENAME() { return "ShipSquadron"; } ShipSquadron(); char name[64]; ShipDesign* design; int count; int avail; }; class ShipExplosion { public: static const char* TYPENAME() { return "ShipExplosion"; } ShipExplosion() { ZeroMemory(this, sizeof(ShipExplosion)); } int type; float time; Vec3 loc; bool final; }; class ShipDebris { public: static const char* TYPENAME() { return "ShipDebris"; } ShipDebris() { ZeroMemory(this, sizeof(ShipDebris)); } Model* model; int count; int life; Vec3 loc; float mass; float speed; float drag; int fire_type; Vec3 fire_loc[5]; }; // +====================================================================+ // Used to share common information about ships of a single type. // ShipDesign objects are loaded from a text file and stored in a // static list (catalog) member for use by the Ship. class ShipDesign { public: static const char* TYPENAME() { return "ShipDesign"; } enum CONSTANTS { MAX_DEBRIS = 10, MAX_EXPLOSIONS = 10 }; ShipDesign(); ShipDesign(const char* name, const char* path, const char* filename, bool secret=false); ~ShipDesign(); // public interface: static void Initialize(); static void Close(); static bool CheckName(const char* name); static ShipDesign* Get(const char* design_name, const char* design_path=0); static ShipDesign* FindModDesign(const char* design_name, const char* design_path=0); static void ClearModCatalog(); static int GetDesignList(int type, List& designs); // never destroy the design list! static int ClassForName(const char* name); static const char* ClassName(int type); static int LoadCatalog(const char* path, const char* file, bool mod=false); static void LoadSkins(const char* path, const char* archive=0); static void PreloadCatalog(int index=-1); static int StandardCatalogSize(); int operator == (const ShipDesign& s) const { return !strncmp(name, s.name, 31); } // Parser: void ParseShip(TermDef* def); void ParsePower(TermStruct* val); void ParseDrive(TermStruct* val); void ParseQuantumDrive(TermStruct* val); void ParseFarcaster(TermStruct* val); void ParseThruster(TermStruct* val); void ParseNavlight(TermStruct* val); void ParseFlightDeck(TermStruct* val); void ParseLandingGear(TermStruct* val); void ParseWeapon(TermStruct* val); void ParseHardPoint(TermStruct* val); void ParseSensor(TermStruct* val); void ParseNavsys(TermStruct* val); void ParseComputer(TermStruct* val); void ParseShield(TermStruct* val); void ParseDeathSpiral(TermStruct* val); void ParseExplosion(TermStruct* val, int index); void ParseDebris(TermStruct* val, int index); void ParseLoadout(TermStruct* val); void ParseMap(TermStruct* val); void ParseSquadron(TermStruct* val); Skin* ParseSkin(TermStruct* val); void ParseSkinMtl(TermStruct* val, Skin* skin); // general information: const char* DisplayName() const; char filename[64]; char path_name[64]; char name[64]; char display_name[64]; char abrv[16]; int type; float scale; int auto_roll; bool valid; bool secret; // don't display in editor Text description; // background info for tactical reference // LOD representation: int lod_levels; List models[4]; List offsets[4]; float feature_size[4]; List spin_rates; // player selectable skins: List skins; const Skin* FindSkin(const char* skin_name) const; // virtual cockpit: Model* cockpit_model; float cockpit_scale; // performance: float vlimit; float agility; float air_factor; float roll_rate; float pitch_rate; float yaw_rate; float trans_x; float trans_y; float trans_z; float turn_bank; Vec3 chase_vec; Vec3 bridge_vec; Vec3 beauty_cam; float prep_time; // physical data: float drag, roll_drag, pitch_drag, yaw_drag; float arcade_drag; float mass, integrity, radius; // aero data: float CL, CD, stall; // weapons: int primary; int secondary; // drives: int main_drive; // visibility: float pcs; // passive sensor cross section float acs; // active sensor cross section float detet; // maximum detection range float e_factor[3]; // pcs scaling by emcon setting // ai settings: float avoid_time; float avoid_fighter; float avoid_strike; float avoid_target; float commit_range; // death spriral sequence: float death_spiral_time; float explosion_scale; ShipExplosion explosion[MAX_EXPLOSIONS]; ShipDebris debris[MAX_DEBRIS]; List reactors; List weapons; List hard_points; List drives; List computers; List flight_decks; List navlights; QuantumDrive* quantum_drive; Farcaster* farcaster; Thruster* thruster; Sensor* sensor; NavSystem* navsys; Shield* shield; Model* shield_model; Weapon* decoy; Weapon* probe; LandingGear* gear; float splash_radius; float scuttle; float repair_speed; int repair_teams; bool repair_auto; bool repair_screen; bool wep_screen; Text bolt_hit_sound; Text beam_hit_sound; Sound* bolt_hit_sound_resource; Sound* beam_hit_sound_resource; List loadouts; List map_sprites; List squadrons; Bitmap beauty; Bitmap hud_icon; }; // +--------------------------------------------------------------------+ #endif // ShipDesign_h