* Add some SQL statements (SQLite likes them enough) to create tables in the form of the "original" data set

* Set mime-type of SQL query files to text/x-sql since it is more than just plain text

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2811 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2007-11-12 19:51:24 +00:00
parent 86e2e6ffe0
commit 8566e972d5
3 changed files with 70 additions and 0 deletions

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CREATE TABLE Components (id integer primary key autoincrement, -- Unique ID of the component
type integer, --
name text, -- Component name
power_required integer, -- Power required to build each component
build_points_required integer, -- Number of build points required to manufacture each component
weight integer, -- The weight of the component
hit_points integer, -- The maximum amount of damage a component can take in one hit
system_points integer, -- The number taken up be the component
body_points integer, -- A measure of how much damage the component can take without being destroyed
WIP_name text, -- Work in progress name
technology_type_id integer, -- The Tech Level of the component
gfx_file0 text, -- the name of the graphics file for player 0
gfx_file1 text, -- the name of the graphics file for player 1
gfx_file2 text, -- the name of the graphics file for player 2
gfx_file3 text, -- the name of the graphics file for player 3
gfx_file4 text, -- the name of the graphics file for player 4
gfx_file5 text, -- the name of the graphics file for player 5
gfx_file6 text, -- the name of the graphics file for player 6
gfx_file7 text -- the name of the graphics file for player 7
);

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CREATE TABLE WeaponSubClass (id integer primary key autoincrement, -- Unique ID of the weapon subclass
name text -- name of the weapon subclass
);

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CREATE TABLE Weapons (component_id integer, --
short_range integer, -- Max distance to target for short range shot
long_range integer, -- Max distance to target for long range shot
direct_fire integer, -- boolean Whether the weapon shoots over terrain or not True =Direct Fire, False = Indirect Fire NOT USED ANYMORE
short_range_accuracy integer, -- Base chance of hitting target within short range
long_range_accuracy integer, -- Base chance of hitting target within long range
rate_of_fire integer, -- Rate of fire in milli seconds
explosions_per_shot integer, -- The number of explosions to occur per shot
rounds_per_salvo integer, -- The number of rounds in the salvo, 0 = no salvo
reload_time_per_salvo integer, -- Time to reload for salvo, 0 = no salvo
damage integer, -- Amount of damage the weapon causes per hit
explosive_radius integer, -- 0 = No radius
explosive_hit_chance integer, -- The base chance to hit targets within the explosive radius
explosive_damage integer, -- The base amount of damage applied to targets within the primary blast area
incendiary_burn_time integer, -- How long the round burns, 0 = No burn
incendiary_damage integer, -- How much damage is done to a target each burn cycle
incendiary_burn_radius integer, -- The burn radius of the round
direct_fire_life integer, -- How long a direct fire weapon is visible for - measured in 1/1000 sec
radius_life integer, -- How long a blast radius is visible for
flight_speed integer, -- How fast the a round travels
indirect_fire_trajectory integer, -- How high the round travels
recoil_value integer, -- A value to compare with the weight of the droid
fire_on_move text, -- Flags whether the droid can fire whilst moving (yes, partial, no)
weapon_class text, -- The damage type of the weapon (kinetic, explosive, heat, misc.)
weapon_subclass_id integer, -- The type used for weapon upgrades
bullet_movement_id integer, -- defines which movement model to use for the bullet
bullet_effect_id integer, -- defines which warhead is attached - used to compare
homing_round integer, -- boolean flag to specify whether the round is homing or not NOT USED ANYMORE
min_range integer, -- Minimum range for the weapon - limits how near to the target the weapon can be
rotate integer, -- An amount to specify how much the weapon can be rotated or not 0 = none
max_elevation integer, -- Max amount the turret can rotate up above the horizontal
min_elevation integer, -- Min amount the turret can rotate below above the horizontal
surface_to_air integer, -- A number between 0 and 100 to indicate accuracy in air
face_player integer, -- boolean flag to specify whether the weapon effect is to be rotated to face the viewer or not - the explosion
face_player_in_flight integer, -- boolean flag to specify whether the weapon effect is to be rotated to face the viewer or not - the inflight graphic
vtol_attack_runs integer, -- Number of attack runs for a VTOL vehicle with this weapon
effect_size integer, -- size of the weapon effect 100% = normal, 50% = half size
design integer, -- boolean flag to indicate whether this weapon can be used in the design screen
light_world integer, -- boolean flag to indicate whether the effect lights up the world or not
mount_graphic text, -- Which graphic to use for the mount
muzzle_graphic text, -- Which graphic to use for the muzzle effect
in_flight_graphic text, -- Which graphic to use for In Flight
target_hit_graphic text, -- Which graphic to use when hitting target
target_miss_graphic text, -- Which graphic to use when missing target
water_hit_graphic text, -- Which graphic to use when hitting water
trail_graphic text -- Which graphic to use for the bullet trail
);