From 8566e972d575e658370998dfc3c114e0ccd9d52a Mon Sep 17 00:00:00 2001 From: Giel van Schijndel Date: Mon, 12 Nov 2007 19:51:24 +0000 Subject: [PATCH] * 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 --- data/stats-sql/tables/Components.sql | 20 ++++++++++ data/stats-sql/tables/WeaponSubClass.sql | 3 ++ data/stats-sql/tables/Weapons.sql | 47 ++++++++++++++++++++++++ 3 files changed, 70 insertions(+) create mode 100644 data/stats-sql/tables/Components.sql create mode 100644 data/stats-sql/tables/WeaponSubClass.sql create mode 100644 data/stats-sql/tables/Weapons.sql diff --git a/data/stats-sql/tables/Components.sql b/data/stats-sql/tables/Components.sql new file mode 100644 index 000000000..3e8d19271 --- /dev/null +++ b/data/stats-sql/tables/Components.sql @@ -0,0 +1,20 @@ +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 +); diff --git a/data/stats-sql/tables/WeaponSubClass.sql b/data/stats-sql/tables/WeaponSubClass.sql new file mode 100644 index 000000000..631c361e4 --- /dev/null +++ b/data/stats-sql/tables/WeaponSubClass.sql @@ -0,0 +1,3 @@ +CREATE TABLE WeaponSubClass (id integer primary key autoincrement, -- Unique ID of the weapon subclass + name text -- name of the weapon subclass +); diff --git a/data/stats-sql/tables/Weapons.sql b/data/stats-sql/tables/Weapons.sql new file mode 100644 index 000000000..634f15853 --- /dev/null +++ b/data/stats-sql/tables/Weapons.sql @@ -0,0 +1,47 @@ +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 +);