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/*
base/shipmodel.h
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#ifndef __INCLUDED_BASE_SHIPMODEL_H__
#define __INCLUDED_BASE_SHIPMODEL_H__
#include <string>
#include "core/info.h"
#include "core/entity.h"
#include "base/template.h"
namespace game
{
class Ship;
/// ship model specification
class ShipModel : public core::Info
{
public:
/// default constructor
ShipModel();
/// default destructor
virtual ~ShipModel();
/* ---- inspectors ------------------------------------------------ */
/// indicates if this model can be equiped with a jump drive
inline const bool jumpdrive() const {
return shipmodel_jumpdrive;
}
/// indicates if players can dock this ship model
inline const bool dockable() const {
return shipmodel_dockable;
}
/// 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 turn force
inline const float turn_force() const {
return shipmodel_turn_force;
}
/// default turn force
inline const float roll_force() const {
return shipmodel_roll_force;
}
/// linear damping factor
inline const float linear_damping() const {
return shipmodel_linear_damping;
}
/// angular damping factor
inline const float angular_damping() const {
return shipmodel_angular_damping;
}
/// complex collision
inline const bool complex_collision() const {
return shipmodel_complex_collision;
}
/// maximum thrust speed
inline const float maxspeed() const {
return shipmodel_maxspeed;
}
/// size of the cargo hold, in cubic meters
inline const float maxcargo() const {
return shipmodel_maxcargo;
}
/// ship radius
inline const float radius() const {
return shipmodel_radius;
}
/// entity template
inline const Template *model_template() const {
return shipmodel_template;
}
/* ---- actors ---------------------------------------------------- */
/**
* @brief apply ship type settings to an entity
*/
void apply(core::Entity *entity) const;
/**
* @brief apply ship type settings to a ship
*/
void apply(Ship *ship) const;
protected:
/* ---- mutators -------------------------------------------------- */
/// 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 turn forceshipmodel_lineardamping
inline void set_turn_force(const float turn) {
shipmodel_turn_force = turn;
}
/// set roll force
inline void set_roll_force(const float roll) {
shipmodel_roll_force = roll;
}
/// set maximum speed
inline void set_maxspeed(const float maxspeed) {
shipmodel_maxspeed = maxspeed;
}
/// set size of the cargo hold
inline void set_maxcargo(const float maxcargo) {
shipmodel_maxcargo = maxcargo;
}
/// set jumpdrive capability
inline void set_jumpdrive(const bool jumpdrive) {
shipmodel_jumpdrive = jumpdrive;
}
/// set dock capability
inline void set_dockable(const bool dockable) {
shipmodel_dockable = dockable;
}
/// set radius
inline void set_radius(const float radius) {
shipmodel_radius = radius;
}
/// set entity template
inline void set_template(const Template *model_template) {
shipmodel_template = model_template;
}
/**
* @brief set physics linear damping factor
*/
inline void set_linear_damping(const float linear_damping) {
shipmodel_linear_damping = linear_damping;
}
/**
* @brief set physics linear damping factor
*/
inline void set_angular_damping(const float angular_damping) {
shipmodel_angular_damping = angular_damping;
}
/**
* @brief enable collision mesh
*/
inline void set_complex_collision(const float complex_collision) {
shipmodel_complex_collision = complex_collision;
}
public:
void generate_info();
void buy(core::EntityControlable *buyer, core::Entity *seller);
/* --- static registry functions ---------------------------------- */
static ShipModel *find(const std::string & label);
static ShipModel *search(const std::string & searchstr);
static bool init();
static void done();
static void list();
static inline const core::InfoType *infotype() {
return shipmodel_infotype;
}
private:
/* --- attributes ------------------------------------------------- */
float shipmodel_radius;
float shipmodel_mass;
float shipmodel_linear_damping;
float shipmodel_angular_damping;
float shipmodel_impulse_force;
float shipmodel_thrust_force;
float shipmodel_strafe_force;
float shipmodel_turn_force;
float shipmodel_roll_force;
float shipmodel_maxspeed;
float shipmodel_maxcargo;
bool shipmodel_jumpdrive;
bool shipmodel_dockable;
bool shipmodel_complex_collision;
const Template *shipmodel_template;
/* --- static ----------------------------------------------------- */
static core::InfoType *shipmodel_infotype;
};
}
#endif // __INCLUDED_BASE_SHIPMODEL_H__
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