/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Ship/SubsysDamage.h $ * $Revision: 2.5 $ * $Date: 2007-02-12 01:24:18 $ * $Author: Goober5000 $ * * Header file for various subystem damage defines * * $Log: not supported by cvs2svn $ * Revision 2.4 2007/02/11 21:42:41 Goober5000 * change a number to a constant * * Revision 2.3 2005/11/24 08:46:10 Goober5000 * * cleaned up mission_do_departure * * fixed a hidden crash (array index being -1; would only * be triggered for ships w/o subspace drives under certain conditions) * * removed finding a new fighterbay target because it might screw up missions * * improved clarity, code flow, and readability :) * * added custom AI flag for disabling warpouts if navigation subsystem fails * --Goober5000 * * Revision 2.2 2005/07/13 03:35:30 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 2.1 2004/08/11 05:06:34 Kazan * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this * * Revision 2.0 2002/06/03 04:02:29 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:13 mharris * Initial checkin - converted filenames and includes to lower case * * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:51a Dave * * 4 4/07/98 5:30p Lawrance * Player can't send/receive messages when comm is destroyed. Garble * messages when comm is damaged. * * 3 10/13/97 7:42p Lawrance * added MIN_COMM_STR_RECEIVE_OK * * 2 10/11/97 6:38p Lawrance * move subsys damage #defines to SubsysDamage.h * * 1 10/10/97 7:57p Lawrance * * $NoKeywords: $ */ #ifndef __SUBSYS_DAMAGE_H__ #define __SUBSYS_DAMAGE_H__ ///////////////////////////////////////// // engines ///////////////////////////////////////// #define SHIP_MIN_ENGINES_FOR_FULL_SPEED 0.5f // % engine strength below which ships start slowing down #define SHIP_MIN_ENGINES_TO_WARP 0.3f // % engine strength required to engage warp #define ENGINE_MIN_STR 0.15f // if engines are below this level, still contribute this percent to total // (unless destroyed, then contribute none). ///////////////////////////////////////// // weapons ///////////////////////////////////////// #define SUBSYS_WEAPONS_STR_FIRE_OK 0.7f // 70% strength or better, weapons always fire #define SUBSYS_WEAPONS_STR_FIRE_FAIL 0.2f // below 20%, weapons will not fire ///////////////////////////////////////// // sensors - targeting ///////////////////////////////////////// #define SENSOR_STR_TARGET_NO_EFFECTS 0.3f // % strength of sensors at which no negative effects on targeting #define MIN_SENSOR_STR_TO_TARGET 0.2f // % strength of sensors at which targeting ceases // to function ///////////////////////////////////////// // sensors - radar ///////////////////////////////////////// #define SENSOR_STR_RADAR_NO_EFFECTS 0.4f // % strength of sensors at which no negative effects on radar #define MIN_SENSOR_STR_TO_RADAR 0.1f // % strength of sensors at which radar ceases to function ///////////////////////////////////////// // communications ///////////////////////////////////////// #define MIN_COMM_STR_TO_MESSAGE 0.3f // % strength of communications at which player // is unable to use squadmate messaging #define COMM_DESTROYED 0 #define COMM_DAMAGED 1 #define COMM_OK 2 ///////////////////////////////////////// // navigation ///////////////////////////////////////// #define SHIP_MIN_NAV_TO_WARP 0.3f // % navigation strength required to engage warp ///////////////////////////////////////// // shields ///////////////////////////////////////// #define MIN_SHIELDS_FOR_FULL_STRENGTH 0.5f // % shield subsystem strength below which shield becomes less effective #define MIN_SHIELDS_FOR_FULL_COVERAGE 0.3f // % shield subsystem strength below which shield starts flickering #endif