ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) { uint32 shipID = Ship::_Spawn( factory, data ); if( shipID == 0 ) return ShipRef(); ShipRef sShipRef = Ship::Load( factory, shipID ); // Create default dynamic attributes in the AttributeMap: sShipRef->SetAttribute(AttrIsOnline, 1); // Is Online sShipRef->SetAttribute(AttrShieldCharge, sShipRef->GetAttribute(AttrShieldCapacity)); // Shield Charge sShipRef->SetAttribute(AttrArmorDamage, 0.0); // Armor Damage sShipRef->SetAttribute(AttrMass, sShipRef->type().attributes.mass()); // Mass sShipRef->SetAttribute(AttrRadius, sShipRef->type().attributes.radius()); // Radius sShipRef->SetAttribute(AttrVolume, sShipRef->type().attributes.volume()); // Volume sShipRef->SetAttribute(AttrCapacity, sShipRef->type().attributes.capacity()); // Capacity sShipRef->SetAttribute(AttrInertia, 1); // Inertia sShipRef->SetAttribute(AttrCharge, sShipRef->GetAttribute(AttrCapacitorCapacity)); // Set Capacitor Charge to the Capacitor Capacity // Check for existence of some attributes that may or may not have already been loaded and set them // to default values: // Maximum Range Capacitor if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) ) sShipRef->SetAttribute(AttrMaximumRangeCap, 249999.0 ); // Maximum Armor Damage Resonance if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) ) sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f); // Maximum Shield Damage Resonance if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) ) sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f); // Warp Speed Multiplier if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) ) sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f); //Save Ship To Database. sShipRef->SaveShip(); return sShipRef; }