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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Starship Design parameters class
*/
#ifndef ShipDesign_h
#define ShipDesign_h
#include <starshatter/definition.h>
#include "Types.h"
#include "Bitmap.h"
#include "Geometry.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, int source=-1);
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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