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