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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__