[2072] | 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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[6417] | 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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[2072] | 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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[6417] | 52 | virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {}; |
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| 53 | |
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[8386] | 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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[6417] | 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 | protected: |
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| 68 | // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do) |
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[2662] | 69 | inline void setControllableEntity(ControllableEntity* entity) |
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| 70 | { |
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| 71 | if (entity != this->controllableEntity_) |
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| 72 | { |
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| 73 | this->controllableEntity_ = entity; |
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| 74 | this->changedControllableEntity(); |
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| 75 | } |
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| 76 | } |
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[2072] | 77 | |
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| 78 | protected: |
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| 79 | PlayerInfo* player_; |
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| 80 | ControllableEntity* controllableEntity_; |
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[6417] | 81 | private: |
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| 82 | bool bGodMode_; |
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[2072] | 83 | }; |
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| 84 | } |
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| 85 | |
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| 86 | #endif /* _Controller_H__ */ |
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