/* * 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 _HumanController_H__ #define _HumanController_H__ #include "OrxonoxPrereqs.h" #include "tools/Timer.h" #include "tools/interfaces/Tickable.h" #include "FormationController.h" // tolua_begin namespace orxonox { class _OrxonoxExport HumanController // tolua_end : public FormationController, public Tickable { // tolua_export public: HumanController(BaseObject* creator); virtual ~HumanController(); virtual void tick(float dt); static void moveFrontBack(const Vector2& value); static void moveRightLeft(const Vector2& value); static void moveUpDown(const Vector2& value); static void rotateYaw(const Vector2& value); static void rotatePitch(const Vector2& value); static void rotateRoll(const Vector2& value); virtual void frontback(const Vector2& value); virtual void yaw(const Vector2& value); virtual void pitch(const Vector2& value); static void fire(unsigned int firemode); virtual void doFire(unsigned int firemode); static void reload(); static void keepBoost(); // Static method, keeps boosting. /** @brief Check whether the HumanController is in boosting mode. @return Returns true if it is, false if not. */ inline bool isBoosting(void) { return this->boosting_; } void keepBoosting(void); void terminateBoosting(void); static void greet(); static void switchCamera(); static void mouseLook(); static void cycleNavigationFocus(); static void releaseNavigationFocus(); static void suicide(); static void toggleGodMode(); static void myposition(); static void toggleFormationFlight(); static void FFChangeMode(); virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); static void addBots(unsigned int amount); static void killBots(unsigned int amount = 0); static void pauseControl(); // tolua_export static void resumeControl(); // tolua_export virtual void doPauseControl() {}; virtual void doResumeControl() {}; static inline HumanController* getLocalControllerSingleton() { return HumanController::localController_s; } static Pawn* getLocalControllerEntityAsPawn(); //friend class, for mouselook friend class Map; protected: static HumanController* localController_s; bool controlPaused_; private: bool boosting_; // Whether the HumanController is in boosting mode or not. Timer boostingTimeout_; // A timer to check whether the player is no longer boosting. static const float BOOSTING_TIME; // The time after it is checked, whether the player is no longer boosting. FormationController* tempMaster; }; // tolua_export } // tolua_export #endif /* _HumanController_H__ */