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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
========
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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