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source: code/branches/ai2/src/orxonox/controllers/Controller.h @ 8741

Last change on this file since 8741 was 8735, checked in by jo, 13 years ago

Adjust weapon behaviour if bot dies and is respawned with a different weaponsetting than before.

  • Property svn:eol-style set to native
File size: 3.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Controller_H__
30#define _Controller_H__
31
32#include "OrxonoxPrereqs.h"
33#include "core/BaseObject.h"
34
35namespace orxonox
36{
37    class _OrxonoxExport Controller : public BaseObject
38    {
39        // set friend classes to access setControllableEntity
40        friend class PlayerInfo;
41        friend class ControllableEntity;
42
43        public:
44            Controller(BaseObject* creator);
45            virtual ~Controller();
46
47            inline void setPlayer(PlayerInfo* player)
48                { this->player_ = player; }
49            inline PlayerInfo* getPlayer() const
50                { return this->player_; }
51
52            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {};
53
54/* Override needed for different visual effects (e.g. in "NewHumanController.cc") depending on
55   the DIFFERENT AMOUNT OF DAMAGE done to the shield and to the health of "victim" (see Projectile.cc, Pawn.cc)
56
57//            virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) {};
58*/
59
60            void setGodMode( bool mode ){ this->bGodMode_ = mode; }
61            bool getGodMode(){ return this->bGodMode_; }
62
63            inline ControllableEntity* getControllableEntity() const
64                { return this->controllableEntity_; }
65            inline void setDeathFlag()
66                { this->bDeathFlag_ = true; }
67            inline void resetDeathFlag()
68                { this->bDeathFlag_ = false; }
69            virtual void changedControllableEntity() {}
70
71        protected:
72            // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do)
73            inline void setControllableEntity(ControllableEntity* entity)
74            {
75                if (entity != this->controllableEntity_)
76                {
77                    this->controllableEntity_ = entity;
78                    this->changedControllableEntity();
79                }
80            }
81
82        protected:
83            PlayerInfo* player_;
84            ControllableEntity* controllableEntity_;
85            bool bDeathFlag_; //<! Signal, when a controlled entity died. Flag is set in Pawn.cc and used in AIController.
86        private:
87            bool bGodMode_;
88    };
89}
90
91#endif /* _Controller_H__ */
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