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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
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