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-rw-r--r--doc/attributions.html18
-rw-r--r--src/game/base/game.cc96
-rw-r--r--src/game/base/game.h6
-rw-r--r--src/game/base/ship.cc117
-rw-r--r--src/game/base/ship.h56
-rw-r--r--src/game/base/shipmodel.cc42
-rw-r--r--src/game/base/shipmodel.h85
7 files changed, 292 insertions, 128 deletions
diff --git a/doc/attributions.html b/doc/attributions.html
index 58f2777..bde6db9 100644
--- a/doc/attributions.html
+++ b/doc/attributions.html
@@ -157,7 +157,7 @@
<tr>
<td>maps/independent</td>
<td>orion.map</td>
- <td>(?)</td>
+ <td>Ingar</td>
</tr>
<tr>
<td>maps/independent</td>
@@ -356,6 +356,22 @@
</tr>
<!-- MODELS ======================================================== -->
+
+ <tr>
+ <td>models/cargo</td>
+ <td>crate</td>
+ <td>Ingar</td>
+ </tr>
+ <tr>
+ <td>models/cargo</td>
+ <td>gold</td>
+ <td></td>
+ </tr>
+ <tr>
+ <td>models/cargo</td>
+ <td>pod</td>
+ <td>Thorn</td>
+ </tr>
<!-- SOUNDS ======================================================== -->
diff --git a/src/game/base/game.cc b/src/game/base/game.cc
index ebf09ce..418bfb5 100644
--- a/src/game/base/game.cc
+++ b/src/game/base/game.cc
@@ -51,7 +51,6 @@ void Default::clear()
// game variables
core::Cvar *Game::g_impulsespeed = 0;
-core::Cvar *Game::g_impulseacceleration = 0;
core::Cvar *Game::g_jumppointrange = 0;
core::Cvar *Game::g_devel = 0;
core::Cvar *Game::g_damping = 0;
@@ -148,7 +147,7 @@ void Game::func_jump(core::Player *player, std::string const &args)
{
if (!player->control())
return;
- if (!player->control()->moduletype() == ship_enttype)
+ if (player->control()->moduletype() != ship_enttype)
return;
Ship * ship = static_cast<Ship *>(player->control());
ship->func_jump(args);
@@ -159,7 +158,7 @@ void Game::func_impulse(core::Player *player, std::string const &args)
{
if (!player->control())
return;
- if (!player->control()->moduletype() == ship_enttype)
+ if (player->control()->moduletype() != ship_enttype)
return;
Ship * ship = static_cast<Ship *>(player->control());
ship->func_impulse();
@@ -236,12 +235,13 @@ void Game::func_give(core::Player *player, const std::string &args)
return;
}
+ ShipModel *shipmodel = 0;
if (!(is >> labelstr)) {
player->send("Usage: give ship [string]");
- return;
+ } else {
+ shipmodel = ShipModel::find(labelstr);
}
- ShipModel *shipmodel = ShipModel::find(labelstr);
if (!shipmodel) {
// enable rcon buffering
sys::ConsoleInterface::instance()->set_rcon(true);
@@ -282,8 +282,8 @@ void Game::func_give(core::Player *player, const std::string &args)
ship->get_location().assign(player->control()->location());
ship->set_state(player->control()->state());
ship->get_axis().assign(player->control()->axis());
- ship->set_speed(player->control()->speed());
ship->set_thrust(player->control()->thrust());
+ ship->reset();
//target_thrust is protected
//ship->target_thrust = player->control()->target_thrust());
@@ -316,12 +316,13 @@ void Game::func_give(core::Player *player, const std::string &args)
player->send("^WNeed a ship to load cargo!");
}
+ Cargo *cargo = 0;
if (!(is >> labelstr)) {
player->send("Usage: give cargo [string] [int]");
- return;
+ } else {
+ cargo = Cargo::find(labelstr);
}
- Cargo *cargo = Cargo::find(labelstr);
if (!cargo) {
// enable rcon buffering
sys::ConsoleInterface::instance()->set_rcon(true);
@@ -375,6 +376,74 @@ void Game::func_give(core::Player *player, const std::string &args)
}
}
+
+void Game::func_specs(core::Player *player, const std::string &args)
+{
+ if (!Game::g_devel->value()) {
+ player->send("Cheats disabled");
+ return;
+ }
+
+ if (!player->control()) {
+ player->send("^WYou need to join the game first!");
+ return;
+ }
+
+ if (player->control()->moduletype() != ship_enttype)
+ return;
+ Ship * ship = static_cast<Ship *>(player->control());
+
+ std::istringstream is(args);
+ std::string str;
+
+ if (!(is >> str)) {
+ // enable rcon buffering
+ sys::ConsoleInterface::instance()->set_rcon(true);
+
+ con_print << "Current ship specifications for " + ship->name() << std::endl;
+ con_print << " mass = " << ship->shipmodel()->mass() << std::endl;
+ con_print << " thrust = " << ship->thrust_force() << std::endl;
+ con_print << " impulse = " << ship->impulse_force() << std::endl;
+ con_print << " strafe = " << ship->strafe_force() << std::endl;
+ con_print << " torque = " << ship->torque_force() << std::endl;
+
+ // disable rcon buffering
+ sys::ConsoleInterface::instance()->set_rcon(false);
+
+ while (sys::ConsoleInterface::instance()->rconbuf().size()) {
+ player->send((*sys::ConsoleInterface::instance()->rconbuf().begin()));
+ sys::ConsoleInterface::instance()->rconbuf().pop_front();
+ }
+
+ } else {
+ float value;
+ if (!(is >> value))
+ return;
+
+ aux::to_label(str);
+ std::stringstream msgstr;
+
+ if (str.compare("thrust") == 0) {
+ ship->set_thrust_force(value);
+ msgstr << "Ship thrust force set to " << value;
+ } else if (str.compare("impulse") == 0) {
+ ship->set_impulse_force(value);
+ msgstr << "Ship impulse force set to " << value;
+ } else if (str.compare("strafe") == 0) {
+ ship->set_strafe_force(value) ;
+ msgstr << "Ship strafe force set to " << value;
+ } else if (str.compare("torque") == 0) {
+ ship->set_torque_force(value);
+ msgstr << "Ship torque force set to " << value;
+ } else {
+ msgstr << "^WUnknown ship specification '" << str << "'";
+ }
+
+ player->send(msgstr.str());
+ }
+
+}
+
// sell request from a player
void Game::func_sell(core::Player *player, const std::string &args)
{
@@ -769,6 +838,9 @@ Game::Game() : core::Module("Project::OSiRiON", true)
func = core::Func::add("give", Game::func_give);
func->set_info("cheat functions");
+
+ func = core::Func::add("specs", Game::func_specs);
+ func->set_info("change ship specifications");
func = core::Func::add("jump", Game::func_jump);
func->set_info("[string] activate or deactivate hyperspace jump drive");
@@ -789,12 +861,9 @@ Game::Game() : core::Module("Project::OSiRiON", true)
func->set_info("dock with target object");
// add engine variables
- g_impulsespeed = core::Cvar::get("g_impulsespeed", "15", core::Cvar::Game | core::Cvar::Archive);
+ g_impulsespeed = core::Cvar::get("g_impulsespeed", "1500", core::Cvar::Game | core::Cvar::Archive);
g_impulsespeed->set_info("[float] speed of the impulse drive");
- g_impulseacceleration = core::Cvar::get("g_impulseacceleration", "5", core::Cvar::Game | core::Cvar::Archive);
- g_impulseacceleration->set_info("[float] acceleration of the impulse drive");
-
g_jumppointrange = core::Cvar::get("g_jumppointrange", "512", core::Cvar::Game | core::Cvar::Archive);
g_jumppointrange->set_info("[float] jumppoint range");
@@ -920,9 +989,6 @@ bool Game::load_zone(core::Zone *zone)
std::string strval;
- // set th default sky
- zone->set_sky("sky");
-
while (zoneini.getline()) {
if (zoneini.got_section()) {
diff --git a/src/game/base/game.h b/src/game/base/game.h
index 07df62d..7dc17bb 100644
--- a/src/game/base/game.h
+++ b/src/game/base/game.h
@@ -69,12 +69,9 @@ public:
/* --- game variables -------------------------------------- */
- /// game variable: speed of the impulse drive
+ /// game variable: maximum speed of the impulse drive
static core::Cvar *g_impulsespeed;
- /// game variable: acceleration of the impulse drive
- static core::Cvar *g_impulseacceleration;
-
/// game variable: jumppoint range
static core::Cvar *g_jumppointrange;
@@ -117,6 +114,7 @@ private:
static void func_buy(core::Player *player, std::string const &args);
static void func_sell(core::Player *player, const std::string &args);
static void func_give(core::Player *player, const std::string &args);
+ static void func_specs(core::Player *player, const std::string &args);
static void func_eject(core::Player *player, const std::string &args);
static void func_beam(core::Player *player, const std::string &args);
};
diff --git a/src/game/base/ship.cc b/src/game/base/ship.cc
index 7cd602e..d234783 100644
--- a/src/game/base/ship.cc
+++ b/src/game/base/ship.cc
@@ -76,12 +76,17 @@ Ship::Ship(core::Player *owner, ShipModel *shipmodel) : core::EntityControlable(
set_flag(core::Entity::Dockable);
}
-
- set_mass(radius() * 10.0f);
+
+ set_mass(shipmodel->mass());
+ set_impulse_force(shipmodel->impulse_force());
+ set_thrust_force(shipmodel->thrust_force());
+ set_strafe_force(shipmodel->strafe_force());
+ set_torque_force(shipmodel->torque_force());
reset();
- const float linear_damp = 0.5f;
- const float angular_damp = 0.75f;
+ const float linear_damp = 0.8f;
+ const float angular_damp = 0.8f;
+
body()->setDamping(linear_damp, angular_damp);
}
@@ -301,48 +306,43 @@ void Ship::set_zone(core::Zone *zone)
void Ship::action (btScalar seconds)
{
- /* controls
- *
- * current_target_direction
- * current_target_pitch
- * current_target_roll
- * current_target_strafe
- * current_target_vstrafe
- * entity_thrust
- */
-
- float actual_maxspeed = 0;
- float actual_acceleration = 0;
- float actual_thrust = 0;
+ float maxspeed = 0;
+ float engine_force = 0;
+
btTransform t;
switch (entity_state) {
case core::Entity::Normal:
- actual_maxspeed = ship_shipmodel->maxspeed();
- actual_acceleration = ship_shipmodel->acceleration();
- actual_thrust = entity_thrust;
+ engine_force = ship_thrust_force * entity_thrust;
+ maxspeed = ship_shipmodel->maxspeed() * entity_thrust;
break;
+
case core::Entity::ImpulseInitiate:
case core::Entity::Impulse:
- actual_maxspeed = Game::g_impulsespeed->value();
- actual_acceleration = Game::g_impulseacceleration->value();
- actual_thrust = 1.0f;
+ engine_force = ship_impulse_force;
+ maxspeed = (Game::g_impulsespeed ? Game::g_impulsespeed->value() * 0.01f : 0.0f);
break;
+
case core::Entity::JumpInitiate:
case core::Entity::Jump:
- actual_maxspeed = 0.0f;
- actual_acceleration = Game::g_impulseacceleration->value();
- actual_thrust = 0.0f;
+ maxspeed = 0.0f;
+ engine_force = 0.0f;
break;
case core::Entity::Docked:
-
+ maxspeed = 0.0f;
+ engine_force = 0.0f;
+
t.setIdentity();
t.setOrigin(to_btVector3(location()));
t.setBasis(to_btMatrix3x3(axis()));
body()->setWorldTransform(t);
+ zone()->physics()->synchronizeSingleMotionState(entity_body);
+
return;
break;
default:
+ maxspeed = 0.0f;
+ engine_force = 0.0f;
break;
}
@@ -350,42 +350,41 @@ void Ship::action (btScalar seconds)
entity_motionstate->getWorldTransform(t);
get_location().assign(t.getOrigin());
get_axis().assign(t.getBasis());
-
- const float force_scale = 1.0f;
- const float thrust_scale = 4.0f;
- body()->applyCentralImpulse(math::to_btVector3(axis().up() * current_target_vstrafe * actual_acceleration * force_scale));
- body()->applyCentralImpulse(math::to_btVector3(axis().left() * current_target_strafe * actual_acceleration * force_scale));
+ const float torque_scale = 0.001f;
+ const float roll_scale = 0.25f;
- body()->applyCentralImpulse(math::to_btVector3(axis().forward() * current_target_afterburner * actual_acceleration * force_scale));
+ // apply strafe
+ body()->applyCentralImpulse(math::to_btVector3(axis().up() * current_target_vstrafe * ship_strafe_force));
+ body()->applyCentralImpulse(math::to_btVector3(axis().left() * current_target_strafe * ship_strafe_force));
+
+ // apply afterburner
+ body()->applyCentralImpulse(math::to_btVector3(axis().forward() * current_target_afterburner * ship_strafe_force));
+ // apply main thruster
if (current_target_afterburner >= 0) {
- body()->applyCentralImpulse(math::to_btVector3(axis().forward() * actual_thrust * actual_acceleration * thrust_scale));
+ body()->applyCentralImpulse(math::to_btVector3(axis().forward() * engine_force));
}
+
+ // apply direction
+ body()->applyTorqueImpulse(math::to_btVector3(axis().up() * current_target_direction * ship_torque_force * torque_scale));
+ // apply pitch
+ body()->applyTorqueImpulse(math::to_btVector3(axis().left() * -current_target_pitch * ship_torque_force * torque_scale));
+ // apply roll
+ body()->applyTorqueImpulse(math::to_btVector3(axis().forward() * -current_target_roll * ship_torque_force * roll_scale * torque_scale));
- const float torque_scale = 0.001f;
- body()->applyTorqueImpulse(math::to_btVector3(axis().up() * current_target_direction * ship_shipmodel->turnspeed() * torque_scale));
- body()->applyTorqueImpulse(math::to_btVector3(axis().left() * -current_target_pitch * ship_shipmodel->turnspeed() * torque_scale));
-
- body()->applyTorqueImpulse(math::to_btVector3(axis().forward() * -current_target_roll * ship_shipmodel->turnspeed() * torque_scale * 0.25f));
-
+ // limit speed
entity_speed = (float) entity_body->getLinearVelocity().length();
- if (entity_speed > Game::g_impulsespeed->value()) {
- body()->setLinearVelocity(math::to_btVector3(axis().forward() * Game::g_impulsespeed->value()));
- entity_speed = actual_maxspeed;
+ if (entity_speed > Game::g_impulsespeed->value() * 0.01f) {
+ entity_speed = Game::g_impulsespeed->value() * 0.01f;
+ body()->setLinearVelocity(math::to_btVector3(axis().forward() * entity_speed));
}
-
}
void Ship::frame(float seconds)
{
- const float direction_reaction = 2.0f; // direction controls reaction time factor
- const float thrust_reaction = 0.5f; // thrust control reaction time factor
- const float strafe_reaction = 1.5f;
- const float afterburner_reaction = 1.0f; // a fterburner control reaction time
- //const float actual_turnspeed = ship_shipmodel->turnspeed();
-
- float actual_maxspeed = ship_shipmodel->maxspeed();
- float actual_acceleration = ship_shipmodel->acceleration();
- //float actual_thrust = 0;
+ const float direction_reaction = 2.0f; // directional control reaction time
+ const float thrust_reaction = 0.5f; // thrust control reaction time
+ const float strafe_reaction = 1.5f; // strafe control reaction time
+ const float afterburner_reaction = 1.0f; // afterburner control reaction time
math::Vector3f n; // normal of a plane
math::Axis target_axis(axis()); // target axis
@@ -419,7 +418,7 @@ void Ship::frame(float seconds)
if (entity_timer <= 0) {
if (ship_jumpdepart && ship_jumpdepart->target()) {
set_state(core::Entity::Jump);
- entity_speed = Game::g_impulsespeed->value();
+ entity_speed = Game::g_impulsespeed->value() * 0.01f;
if (ship_jumpdepart->moduletype() == jumpgate_enttype) {
get_axis().assign(ship_jumpdepart->target()->axis());
get_location().assign(ship_jumpdepart->target()->location());
@@ -493,8 +492,6 @@ void Ship::frame(float seconds)
entity_timer -= 1.0f;
if (entity_timer <= 0) {
- actual_maxspeed = Game::g_impulsespeed->value();
- actual_acceleration = Game::g_impulseacceleration->value();
entity_state = core::Entity::Impulse;
entity_timer = 0;
set_dirty();
@@ -510,9 +507,6 @@ void Ship::frame(float seconds)
math::clamp(target_pitch, -1.0f, 1.0f);
math::clamp(target_roll, -1.0f, 1.0f);
math::clamp(target_direction, -1.0f, 1.0f);
-
- actual_maxspeed = Game::g_impulsespeed->value();
- actual_acceleration = Game::g_impulseacceleration->value();
}
} else if (entity_state == core::Entity::Impulse) {
@@ -530,8 +524,6 @@ void Ship::frame(float seconds)
target_thrust = 1.0f;
entity_thrust = 1.0f;
} else {
- actual_maxspeed = Game::g_impulsespeed->value();
- actual_acceleration = Game::g_impulseacceleration->value();
target_afterburner = 0.0f;
target_thrust = 0.0f;
}
@@ -545,9 +537,6 @@ void Ship::frame(float seconds)
math::clamp(target_direction, -1.0f, 1.0f);
math::clamp(target_afterburner, -1.0f, 1.0f);
- if (speed() > actual_maxspeed * 1.15f) {
- actual_acceleration = Game::g_impulseacceleration->value();
- }
} else if (entity_state == core::Entity::Destroyed) {
diff --git a/src/game/base/ship.h b/src/game/base/ship.h
index 2c1bc2c..c8d478c 100644
--- a/src/game/base/ship.h
+++ b/src/game/base/ship.h
@@ -23,6 +23,31 @@ public:
Ship(core::Player *owner, ShipModel *shipmodel);
~Ship();
+ /// shipmodel
+ inline const ShipModel *shipmodel() const {
+ return ship_shipmodel;
+ }
+
+ /// impulse drive force
+ inline const float impulse_force() const {
+ return ship_impulse_force;
+ }
+
+ /// thruster force
+ inline const float thrust_force() const {
+ return ship_thrust_force;
+ }
+
+ /// strafe force
+ inline const float strafe_force() const {
+ return ship_strafe_force;
+ }
+
+ /// torque force
+ inline const float torque_force() const {
+ return ship_torque_force;
+ }
+
/// physices frame
virtual void action (btScalar seconds);
@@ -36,7 +61,29 @@ public:
inline bool jumpdrive() const {
return ship_jumpdrive;
}
-
+
+ /// set impulse drive force
+ inline void set_impulse_force(const float impulse) {
+ ship_impulse_force = impulse;
+
+ }
+
+ /// set thruster force
+ inline void set_thrust_force(const float thrust) {
+ ship_thrust_force = thrust;
+ }
+
+ /// set strafe force
+ inline void set_strafe_force(const float strafe) {
+ ship_strafe_force = strafe;
+ }
+
+ /// set torque force
+ inline void set_torque_force(const float torque) {
+ ship_torque_force = torque;
+ }
+
+
/// Initiate jump, departing from a jump point
/** Initiates a jump even if the ship has no jumpdrive
*/
@@ -54,6 +101,7 @@ public:
/// toggle jump drive activation
void func_jump(std::string const & args);
+
virtual void dock(Entity *entity);
private:
@@ -73,8 +121,12 @@ private:
float ship_impulsedrive_timer;
-
JumpPoint *ship_jumpdepart;
+
+ float ship_impulse_force;
+ float ship_thrust_force;
+ float ship_strafe_force;
+ float ship_torque_force;
};
}
diff --git a/src/game/base/shipmodel.cc b/src/game/base/shipmodel.cc
index 3630d11..de68413 100644
--- a/src/game/base/shipmodel.cc
+++ b/src/game/base/shipmodel.cc
@@ -69,15 +69,23 @@ bool ShipModel::init()
} else if (shipsini.got_key_bool("dock", b)) {
shipmodel->set_dock(b);
continue;
- } else if (shipsini.got_key_float("acceleration", f)) {
- shipmodel->set_acceleration(f);
- continue;
} else if (shipsini.got_key_float("maxspeed", f)) {
- shipmodel->set_maxspeed(f);
+ shipmodel->set_maxspeed(f * 0.01f);
+ continue;
+ } else if (shipsini.got_key_float("impulse", f)) {
+ shipmodel->set_impulse_force(f);
+ continue;
+ } else if (shipsini.got_key_float("thrust", f)) {
+ shipmodel->set_thrust_force(f);
continue;
- } else if (shipsini.got_key_float("turnspeed", f)) {
- math::clamp(f, 0.0f, 90.0f);
- shipmodel->set_turnspeed(f);
+ } else if (shipsini.got_key_float("strafe", f)) {
+ shipmodel->set_strafe_force(f);
+ continue;
+ } else if (shipsini.got_key_float("torque", f)) {
+ shipmodel->set_torque_force(f);
+ continue;
+ } else if (shipsini.got_key_float("mass", f)) {
+ shipmodel->set_mass(f);
continue;
} else {
shipsini.unkown_key();
@@ -115,11 +123,15 @@ bool ShipModel::init()
ShipModel::ShipModel() : core::Info(shipmodel_infotype)
{
+ shipmodel_maxspeed = 0;
//default specifications
- shipmodel_acceleration = 1.0f; // thruster acceleration in game untits/second^2
- shipmodel_maxspeed = 3.0f; // maximum thruster speed in game units/second
- shipmodel_turnspeed = 45.0f; // 45 degrees per second
- shipmodel_maxcargo = 0;
+ shipmodel_mass = 10.0f;
+ shipmodel_thrust_force = 0.8f;
+ shipmodel_impulse_force = 4.0f;
+ shipmodel_strafe_force = 0.1f;
+ shipmodel_torque_force = 2.5f;
+
+ shipmodel_maxcargo = 0.0f;
shipmodel_jumpdrive = false; // no jumpdrive capability
shipmodel_dock = false; // not dockable
@@ -150,14 +162,10 @@ void ShipModel::generate_info()
add_text(str.str());
str.str("");
- str << "response: ^B" << turnspeed() << " ^Ndps";
+ str << "mass: ^B" << mass() << " ^Nmetric tonnes";
add_text(str.str());
str.str("");
-
- str << "acceleration: ^B" << acceleration() << " ^Nstandard";
- add_text(str.str());
- str.str("");
-
+
if (jumpdrive()) {
add_text("^Bhyperspace jump drive");
}
diff --git a/src/game/base/shipmodel.h b/src/game/base/shipmodel.h
index a7c8500..e90c59e 100644
--- a/src/game/base/shipmodel.h
+++ b/src/game/base/shipmodel.h
@@ -37,21 +37,36 @@ public:
return shipmodel_dock;
}
- /// acceleration
- inline const float acceleration() const {
- return shipmodel_acceleration;
+ /// default mass
+ inline const float mass() const {
+ return shipmodel_mass;
+ }
+
+ /// default impulse drive force
+ inline const float impulse_force() const {
+ return shipmodel_impulse_force;
+ }
+
+ /// default thruster force
+ inline const float thrust_force() const {
+ return shipmodel_thrust_force;
+ }
+
+ /// default strafe force
+ inline const float strafe_force() const {
+ return shipmodel_strafe_force;
+ }
+
+ /// default torque force
+ inline const float torque_force() const {
+ return shipmodel_torque_force;
}
- /// maximum speed
+ /// maximum thrust speed
inline const float maxspeed() const {
return shipmodel_maxspeed;
}
-
- /// turn speed in rotations per second
- inline const float turnspeed() const {
- return shipmodel_turnspeed;
- }
-
+
/// size of the cargo hold, in cubic meters
inline const float maxcargo() const {
return shipmodel_maxcargo;
@@ -59,21 +74,37 @@ public:
/* ---- mutators -------------------------------------------------- */
- /// set acceleration
- inline void set_acceleration(const float acceleration) {
- shipmodel_acceleration = acceleration;
+ /// set mass
+ inline void set_mass(const float mass) {
+ shipmodel_mass = mass;
+ }
+
+ /// set impulse drive force
+ inline void set_impulse_force(const float impulse) {
+ shipmodel_impulse_force = impulse;
+
+ }
+
+ /// set thruster force
+ inline void set_thrust_force(const float thrust) {
+ shipmodel_thrust_force = thrust;
+ }
+
+ /// set strafe force
+ inline void set_strafe_force(const float strafe) {
+ shipmodel_strafe_force = strafe;
+ }
+
+ /// set torque force
+ inline void set_torque_force(const float torque) {
+ shipmodel_torque_force = torque;
}
/// set maximum speed
inline void set_maxspeed(const float maxspeed) {
shipmodel_maxspeed = maxspeed;
}
-
- /// set turn speed
- inline void set_turnspeed(const float turnspeed) {
- shipmodel_turnspeed = turnspeed;
- }
-
+
/// set size of the cargo hold
inline void set_maxcargo(const float maxcargo) {
shipmodel_maxcargo = maxcargo;
@@ -105,14 +136,18 @@ public:
static core::InfoType *shipmodel_infotype;
-private:
- bool shipmodel_jumpdrive;
- bool shipmodel_dock;
+private:
+ float shipmodel_mass;
+ float shipmodel_impulse_force;
+ float shipmodel_thrust_force;
+ float shipmodel_strafe_force;
+ float shipmodel_torque_force;
- float shipmodel_acceleration;
- float shipmodel_maxspeed;
- float shipmodel_turnspeed;
+ float shipmodel_maxspeed;
float shipmodel_maxcargo;
+
+ bool shipmodel_jumpdrive;
+ bool shipmodel_dock;
};
}