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source: code/branches/consolecommands/src/orxonox/controllers/Controller.h @ 7047

Last change on this file since 7047 was 6295, checked in by wirthmi, 15 years ago

Changed a function call when hit from damage() to hit(). Pass through to controller

  • Property svn:eol-style set to native
File size: 2.4 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 inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {};
53
54            inline ControllableEntity* getControllableEntity() const
55                { return this->controllableEntity_; }
56            virtual void changedControllableEntity() {}
57
58        protected:
59            // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do)
60            inline void setControllableEntity(ControllableEntity* entity)
61            {
62                if (entity != this->controllableEntity_)
63                {
64                    this->controllableEntity_ = entity;
65                    this->changedControllableEntity();
66                }
67            }
68
69        protected:
70            PlayerInfo* player_;
71            ControllableEntity* controllableEntity_;
72    };
73}
74
75#endif /* _Controller_H__ */
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