/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Engine_H__ #define _Engine_H__ #include "OrxonoxPrereqs.h" #include "tools/interfaces/Tickable.h" #include "Item.h" #include "interfaces/PickupCarrier.h" namespace orxonox { class _OrxonoxExport Engine : public Item, public Tickable, public PickupCarrier { public: Engine(BaseObject* creator); virtual ~Engine(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); void setConfigValues(); virtual void tick(float dt); virtual void changedActivity(); virtual void addToSpaceShip(SpaceShip* ship); inline SpaceShip* getShip() const { return this->ship_; } inline void setBoostFactor(float factor) { this->boostFactor_ = factor; } inline float getBoostFactor() const { return this->boostFactor_; } inline void setSpeedFactor(float factor) { this->speedFactor_ = factor; } inline float getSpeedFactor() const { return this->speedFactor_; } inline void setMaxSpeedFront(float speed) { this->maxSpeedFront_ = speed; } inline void setMaxSpeedBack(float speed) { this->maxSpeedBack_ = speed; } inline void setMaxSpeedLeftRight(float speed) { this->maxSpeedLeftRight_ = speed; } inline void setMaxSpeedUpDown(float speed) { this->maxSpeedUpDown_ = speed; } inline float getMaxSpeedFront() const { return this->maxSpeedFront_; } inline float getMaxSpeedBack() const { return this->maxSpeedBack_; } inline float getMaxSpeedLeftRight() const { return this->maxSpeedLeftRight_; } inline float getMaxSpeedUpDown() const { return this->maxSpeedUpDown_; } inline void setAccelerationFront(float acceleration) { this->accelerationFront_ = acceleration; } inline void setAccelerationBrake(float acceleration) { this->accelerationBrake_ = acceleration; } inline void setAccelerationBack(float acceleration) { this->accelerationBack_ = acceleration; } inline void setAccelerationLeftRight(float acceleration) { this->accelerationLeftRight_ = acceleration; } inline void setAccelerationUpDown(float acceleration) { this->accelerationUpDown_ = acceleration; } inline float getAccelerationFront() const { return this->accelerationFront_; } inline float getAccelerationBrake() const { return this->accelerationBrake_; } inline float getAccelerationBack() const { return this->accelerationBack_; } inline float getAccelerationLeftRight() const { return this->accelerationLeftRight_; } inline float getAccelerationUpDown() const { return this->accelerationUpDown_; } inline float getSpeedAdd(void) { return this->speedAdd_; } inline float getSpeedMultiply(void) { return this->speedMultiply_; } virtual const Vector3& getDirection() const; virtual const Vector3& getCarrierPosition(void) const; //TODO: Move to protected or private. How? inline void setSpeedAdd(float speedAdd) { this->speedAdd_=speedAdd; } inline void setSpeedMultiply(float speedMultiply) { this->speedMultiply_=speedMultiply; } protected: virtual std::vector* getCarrierChildren(void) const { return new std::vector(); } virtual PickupCarrier* getCarrierParent(void) const; private: void registerVariables(); void networkcallback_shipID(); SpaceShip* ship_; unsigned int shipID_; float boostFactor_; float speedFactor_; float speedAdd_; float speedMultiply_; float maxSpeedFront_; float maxSpeedBack_; float maxSpeedLeftRight_; float maxSpeedUpDown_; float accelerationFront_; float accelerationBrake_; float accelerationBack_; float accelerationLeftRight_; float accelerationUpDown_; Shader* boostBlur_; float blurStrength_; }; } #endif /* _Engine_H__ */