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source: code/branches/core5/src/orxonox/controllers/HumanController.h @ 5899

Last change on this file since 5899 was 5896, checked in by rgrieder, 15 years ago

Added some basic sound classes: WorldSound (to be used for 3D sound, is a WorldEntity) and AmbientSound (BaseObject, just add it somewhere and it will play with playOnLoad=true).
Also moved the sound listener device updating to the HumanController. We might want to modify this again so that the listener is at the camera position again, not at the space ship.

  • Property svn:eol-style set to native
File size: 2.6 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 _HumanController_H__
30#define _HumanController_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "tools/interfaces/Tickable.h"
35#include "Controller.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport HumanController : public Controller, public Tickable
40    {
41        public:
42            HumanController(BaseObject* creator);
43            virtual ~HumanController();
44
45            virtual void tick(float dt);
46
47            static void moveFrontBack(const Vector2& value);
48            static void moveRightLeft(const Vector2& value);
49            static void moveUpDown(const Vector2& value);
50
51            static void rotateYaw(const Vector2& value);
52            static void rotatePitch(const Vector2& value);
53            static void rotateRoll(const Vector2& value);
54
55            static void fire(unsigned int firemode);
56            static void reload();
57
58            static void boost();
59            static void greet();
60            static void switchCamera();
61            static void mouseLook();
62            static void dropItems();
63            static void useItem();
64            static void cycleNavigationFocus();
65            static void releaseNavigationFocus();
66
67            static void suicide();
68
69            static void addBots(unsigned int amount);
70            static void killBots(unsigned int amount = 0);
71
72            static inline HumanController* getLocalControllerSingleton()
73                { return HumanController::localController_s; }
74            static Pawn* getLocalControllerEntityAsPawn();
75            //friend class, for mouselook
76            friend class Map;
77
78        private:
79            static HumanController* localController_s;
80    };
81}
82
83#endif /* _HumanController_H__ */
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