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source: code/branches/fps/src/orxonox/worldentities/pawns/FpsPlayer.h @ 6876

Last change on this file since 6876 was 6872, checked in by edwind, 15 years ago

commit by ed

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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 *      Cyrill Frei
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _FpsPlayer_H__
30#define _FpsPlayer_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <LinearMath/btVector3.h>
36#include "util/Math.h"
37#include "Pawn.h"
38
39namespace orxonox
40{
41    class _OrxonoxExport FpsPlayer : public Pawn
42    {
43        public:
44            FpsPlayer(BaseObject* creator);
45            virtual ~FpsPlayer();
46
47            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
48            virtual void tick(float dt);
49            void registerVariables();
50            void setConfigValues();
51
52            virtual void moveFrontBack(const Vector2& value);
53            virtual void moveRightLeft(const Vector2& value);
54            virtual void moveUpDown(const Vector2& value);
55
56            virtual void rotateYaw(const Vector2& value);
57            virtual void rotatePitch(const Vector2& value);
58            virtual void rotateRoll(const Vector2& value);
59           
60            void boost();                                               //acctually jump
61
62            virtual void fire();
63           
64            bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
65           
66        protected:
67            virtual void setPlayer(PlayerInfo* player);
68            virtual void startLocalHumanControl();
69            bool bInvertYAxis_;
70
71            bool bBoost_;
72            bool bPermanentBoost_;
73            Vector3 steering_;
74            float primaryThrust_;
75            float auxilaryThrust_;
76            float rotationThrust_;
77            btVector3 localLinearAcceleration_;
78            btVector3 localAngularAcceleration_;
79
80        private:
81            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
82            float speed_;
83
84            float yaw_;
85            float pitch_;
86            float roll_;
87            Vector3 localVelocity_;
88            bool isfloor;
89            bool thistickboost;
90            Quaternion savedOrientation_;
91    };
92}
93
94#endif /* _FpsPlayer_H__ */
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