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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:         WeaponDesign.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Weapon (gun or missile launcher) Design parameters class
*/

#ifndef WeaponDesign_h
#define WeaponDesign_h

#include "Types.h"
#include "Geometry.h"
#include "Color.h"
#include "List.h"
#include "Text.h"

// +--------------------------------------------------------------------+

class Bitmap;
class Model;
class Sound;

// +--------------------------------------------------------------------+

class WeaponDesign
{
public:
    static const char* TYPENAME() { return "WeaponDesign"; }

    enum CONSTANTS {
        DMG_NORMAL=0,
        DMG_EMP   =1,
        DMG_POWER =2,
        MAX_STORES=8
    };

    WeaponDesign();
    ~WeaponDesign();
    int operator == (const WeaponDesign& rhs) const { return (type == rhs.type) ||
        (name == rhs.name); }

    static void Initialize(const char* filename);
    static void Close();

    static WeaponDesign*    Get(int type);
    static WeaponDesign*    Find(const char* name);
    static WeaponDesign*    FindModDesign(const char* name);
    static void             ClearModCatalog();
    static int              GetDesignList(List<Text>& designs);

    // identification:
    int               type;             // unique id
    Text              name;
    Text              group;
    Text              description;      // background info for tactical reference
    bool              secret;           // don't display in the tactical reference

    bool              drone;            // visible to sensors?
    bool              primary;          // laser or missile?
    bool              beam;             // if laser, beam or bolt?
    bool              self_aiming;      // turret or fixed?
    bool              syncro;           // fire all barrels?
    bool              flak;             // splash damage
    int               guided;           // straight, pure pursuit, lead pursuit
    int               value;            // AI importance of system
    int               decoy_type;       // Ship Classifcation of decoy signature
    bool              probe;            // is sensor probe?
    DWORD             target_type;      // bitmask of acceptable target classes

    // for turrets:
    Vec3              muzzle_pts[MAX_STORES];    // default turret muzzle points
    int               nbarrels;                  // number of barrels on the turret

    // for missile hard points:
    bool              visible_stores;            // are external stores visible?
    Vec3              attachments[MAX_STORES];   // attachment points on the rail
    int               nstores;                   // number of stores on this hard point
    Vec3              eject;                     // eject velocity from rail in 3D

    // auto-aiming arc
    float             firing_cone;      // maximum deflection in any orientation
    float             aim_az_max;       // maximum deflection in azimuth
    float             aim_az_min;       // minimum deflection in azimuth
    float             aim_az_rest;      // azimuth of turret at rest
    float             aim_el_max;       // maximum deflection in elevation
    float             aim_el_min;       // minimum deflection in elevation
    float             aim_el_rest;      // elevation of turret at rest
    float             slew_rate;        // max rate of turret slew in rad/sec
    int               turret_axis;      // 0=az  1=el  2=not supported

    // functional parameters:
    float             capacity;         // full charge (joules)
    float             recharge_rate;    // watts
    float             refire_delay;     // seconds - mechanical limit
    float             salvo_delay;      // seconds - ai refire time
    int               ammo;
    int               ripple_count;     // number of rounds per salvo

    // carrying costs per shot:
    float             charge;           // energy cost of full charge
    float             min_charge;       // minimum energy needed to fire
    float             carry_mass;
    float             carry_resist;

    // shot parameters:
    int               damage_type;      // 0: normal, 1: EMP, 2: power drain
    float             damage;           // if beam, damage per second;
    // else,    damage per shot.
    float             penetration;      // ability to pierce shields, 1 is default
    float             speed;
    float             life;
    float             mass;
    float             drag;
    float             thrust;
    float             roll_rate;
    float             pitch_rate;
    float             yaw_rate;
    float             roll_drag;
    float             pitch_drag;
    float             yaw_drag;
    float             integrity;        // hit points for drones = 100
    float             lethal_radius;    // detonation range for missiles

    float             det_range;        // detonation range for cluster weapons
    Text              det_child;        // type of submunition
    int               det_count;        // number of submunitions
    float             det_spread;       // spread of submunition deployment

    // HUD parameters:
    float             min_range;
    float             max_range;
    float             max_track;

    // shot representation:
    int               graphic_type;     // sprite or blob?
    float             width;            // blob width
    float             length;           // blob length
    float             scale;            // sprite scale
    float             explosion_scale;  // scale factor for damage to this drone
    float             light;            // light emitted by shot
    Color             light_color;      // color of light emitted by shot
    float             flash_scale;      // size of muzzle flash sprite
    float             flare_scale;      // size of drive flare sprite

    float             spread_az;        // spread range in radians
    float             spread_el;        // spread range in radians

    Text              anim_frames[16];
    int               anim_length;
    Text              beauty;
    Text              bitmap;
    Text              model;
    Text              turret;
    Text              turret_base;
    Text              trail;
    Text              flash;
    Text              flare;
    Text              sound;

    Bitmap*           beauty_img;
    Bitmap*           animation;
    Bitmap*           shot_img;
    Bitmap*           trail_img;
    Bitmap*           flash_img;
    Bitmap*           flare_img;
    Model*            shot_model;
    Model*            turret_model;
    Model*            turret_base_model;
    Sound*            sound_resource;

    int               trail_length;
    float             trail_width;
    int               trail_dim;

private:
    static void LoadDesign(const char* path, const char* filename, bool mod=false);
};

#endif  // WeaponDesign_h