/*
	Rogue Trader.
	Copyright (c) 2007, Darragh Coy.
	All rights reserved.
	Original work(s), source code & author(s) details available at: http://www.darraghcoy.com

	Redistribution and use in source and binary forms, with or without modification, are permitted 
	provided that the following conditions are met:

		* 	Redistributions of source code must retain the above copyright notice, this list of 
			conditions and the following disclaimer.
		* 	Redistributions in binary form must reproduce the above copyright notice, this list of 
			conditions and the following disclaimer in the documentation.
		* 	Neither the name of the author nor the names of contributors may be used to endorse or 
			promote products derived from this software without specific prior written permission.
		* 	The use of any third party libraries, modules or data files provided with the source 
			form of the program must follow and respect the individual licensing terms of these 
			components. You do not have permission to modify or circumvent the licensing terms for 
			provided third party components unless the third party licenses specifically allow this. 
			If you do not agree to the terms of provided third party components then you do not have 
			permission to use them in your derived work(s).
		* 	The terms of this license do not apply to separate (but related) distributions if supplied 
			by the author(s), only to the contents of this source distribution, derived works, and the 
			binaries produced by either modified or unmodified versions of the source code. The terms 
			of this license do not also apply to any third party libraries or components provided with 
			the source distribution. Such third party elements are licensed under their own separate 
			agreements.

	THIS SOFTWARE IS PROVIDED BY DARRAGH COY ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, 
	BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
	ARE DISCLAIMED. IN NO EVENT SHALL DARRAGH COY BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 
	EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 
	OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 
	OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING 
	IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef SHIPS_H
#define SHIPS_H

//##############################################################################
// These cannot be forward referenced
//##############################################################################

#include "GameObject_Ship.h"
#include "MeshManager.h"

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################
//
//
// Class Name:   (Various)
// Purpose:      These classes simply are definitions of various types of game
//               ships. Nothing fancy here.
//
//
//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

//------------------------------------------------------------------------------
// Ship_ExplorerMark1:
//------------------------------------------------------------------------------

    class Ship_ExplorerMark1 : public GameObject_Ship
    {
        public: Ship_ExplorerMark1 ( float x  , float y , float z )
        :
        GameObject_Ship
        (
            x,                                      // position: x
            y,                                      // position: y
            z,                                      // position: z
            2000,                                   // cost of the ship
            200,                                    // health
            2500,                                   // maximum speed of the ship
            1200,                                   // acceleration
            15000,                                  // mass of the object in kg
            3.0f,                                   // hyperspace range of the ship
            10,                                     // cargo capacity of the ship
            2,                                      // maximum number of missiles the ship can have
            8,                                      // maximum number of emp bombs the ship can have
            700,                                    // laser strenght
            500,                                    // laser cooling amount
            1,                                      // laser color r
            0,                                      // laser color g
            0,                                      // laser color b
            0,                                      // Where to fire the laser from: x in ship coordinates
            -1.0,                                   // Where to fire the laser from: y in ship coordinates
            55,                                     // Where to fire the laser from: z in ship coordinates
            0,                                      // Where to start spawing particles at: x in ship coordinates
            0,                                      // Where to start spawing particles at: y in ship coordinates
            -50,                                    // Where to start spawing particles at: z in ship coordinates
            0,                                      // Position of the ships cockpit camera: x in ship coordinates
            4,                                      // Position of the ships cockpit camera: y in ship coordinates
            55,                                     // Position of the ships cockpit camera: z in ship coordinates
            MeshManager::getMeshShip_Explorer()     // Mesh used
        )
        {
            // Set the name of the object:

            name = "Explorer Mark I";
        }
    };
    
//------------------------------------------------------------------------------
// Ship_ExplorerMark2:
//------------------------------------------------------------------------------

    class Ship_ExplorerMark2 : public GameObject_Ship
    {
        public: Ship_ExplorerMark2 ( float x  , float y , float z )
        :
        GameObject_Ship
        (
            x,                                      // position: x
            y,                                      // position: y
            z,                                      // position: z
            3000,                                   // cost of the ship
            300,                                    // health
            2800,                                   // maximum speed of the ship
            1500,                                   // acceleration
            17000,                                  // mass of the object in kg
            3.5f,                                   // hyperspace range of the ship
            15,                                     // cargo capacity of the ship
            2,                                      // maximum number of missiles the ship can have
            8,                                      // maximum number of emp bombs the ship can have
            1000,                                   // laser strenght
            600,                                    // laser cooling amount
            1,                                      // laser color r
            0.5,                                    // laser color g
            0,                                      // laser color b
            0,                                      // Where to fire the laser from: x in ship coordinates
            -1.0,                                   // Where to fire the laser from: y in ship coordinates
            55,                                     // Where to fire the laser from: z in ship coordinates
            0,                                      // Where to start spawing particles at: x in ship coordinates
            0,                                      // Where to start spawing particles at: y in ship coordinates
            -50,                                    // Where to start spawing particles at: z in ship coordinates
            0,                                      // Position of the ships cockpit camera: x in ship coordinates
            4,                                      // Position of the ships cockpit camera: y in ship coordinates
            55,                                     // Position of the ships cockpit camera: z in ship coordinates
            MeshManager::getMeshShip_Explorer()     // Mesh used
        )
        {
            // Set the name of the object:

            name = "Explorer Mark II";
        }
    };


//------------------------------------------------------------------------------
// Ship_FigtherMark1:
//------------------------------------------------------------------------------

    class Ship_FighterMark1 : public GameObject_Ship
    {
        public: Ship_FighterMark1 ( float x  , float y , float z )
        :
        GameObject_Ship
        (
            x,                                      // position: x
            y,                                      // position: y
            z,                                      // position: z
            7000,                                   // cost of the ship
            400,                                    // health
            3500,                                   // maximum speed of the ship
            1800,                                   // acceleration
            20000,                                  // mass of the object in kg
            4.0f,                                   // hyperspace range of the ship
            20,                                     // cargo capacity of the ship
            4,                                      // maximum number of missiles the ship can have
            16,                                     // maximum number of emp bombs the ship can have
            1200,                                   // laser strenght
            600,                                    // laser cooling amount
            0,                                      // laser color r
            1,                                      // laser color g
            0.2f,                                   // laser color b
            0,                                      // Where to fire the laser from: x in ship coordinates
            -1.0f,                                  // Where to fire the laser from: y in ship coordinates
            55,                                     // Where to fire the laser from: z in ship coordinates
            0,                                      // Where to start spawing particles at: x in ship coordinates
            0,                                      // Where to start spawing particles at: y in ship coordinates
            -50,                                    // Where to start spawing particles at: z in ship coordinates
            0,                                      // Position of the ships cockpit camera: x in ship coordinates
            4,                                      // Position of the ships cockpit camera: y in ship coordinates
            55,                                     // Position of the ships cockpit camera: z in ship coordinates
            MeshManager::getMeshShip_Fighter()      // Mesh used
        )
        {
            // Set the name of the object:

            name = "Fighter Mark I";
        }
    };

//------------------------------------------------------------------------------
// Ship_FigtherMark2:
//------------------------------------------------------------------------------

    class Ship_FighterMark2 : public GameObject_Ship
    {
        public: Ship_FighterMark2 ( float x  , float y , float z )
        :
        GameObject_Ship
        (
            x,                                      // position: x
            y,                                      // position: y
            z,                                      // position: z
            12000,                                  // cost of the ship
            500,                                    // health
            4000,                                   // maximum speed of the ship
            2500,                                   // acceleration
            21000,                                  // mass of the object in kg
            4.5f,                                   // hyperspace range of the ship
            25,                                     // cargo capacity of the ship
            4,                                      // maximum number of missiles the ship can have
            16,                                     // maximum number of emp bombs the ship can have
            1500,                                   // laser strenght
            800,                                    // laser cooling amount
            0,                                      // laser color r
            0.2f,                                   // laser color g
            1,                                      // laser color b
            0,                                      // Where to fire the laser from: x in ship coordinates
            -1.0f,                                  // Where to fire the laser from: y in ship coordinates
            55,                                     // Where to fire the laser from: z in ship coordinates
            0,                                      // Where to start spawing particles at: x in ship coordinates
            0,                                      // Where to start spawing particles at: y in ship coordinates
            -50,                                    // Where to start spawing particles at: z in ship coordinates
            0,                                      // Position of the ships cockpit camera: x in ship coordinates
            4,                                      // Position of the ships cockpit camera: y in ship coordinates
            55,                                     // Position of the ships cockpit camera: z in ship coordinates
            MeshManager::getMeshShip_Fighter()      // Mesh used
        )
        {
            // Set the name of the object:

            name = "Fighter Mark II";
        }
    };

#endif // end of: ifndef SHIPS_H
