summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/ShipDesign.h
blob: 503e390afea81786ba0fbdeb1f9bdec8e9128d49 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
/*  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