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/* 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.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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<Text>& 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<Model> models[4];
List<Point> offsets[4];
float feature_size[4];
List<Point> spin_rates;
// player selectable skins:
List<Skin> 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<PowerSource> reactors;
List<Weapon> weapons;
List<HardPoint> hard_points;
List<Drive> drives;
List<Computer> computers;
List<FlightDeck> flight_decks;
List<NavLight> 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<ShipLoad> loadouts;
List<Bitmap> map_sprites;
List<ShipSquadron> squadrons;
Bitmap beauty;
Bitmap hud_icon;
};
// +--------------------------------------------------------------------+
#endif ShipDesign_h
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