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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, 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 "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, 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