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 _Controller_H__ |
---|
30 | #define _Controller_H__ |
---|
31 | |
---|
32 | #include "OrxonoxPrereqs.h" |
---|
33 | #include "core/BaseObject.h" |
---|
34 | |
---|
35 | namespace orxonox |
---|
36 | { |
---|
37 | class _OrxonoxExport Controller : public BaseObject |
---|
38 | { |
---|
39 | // set friend classes to access setControllableEntity |
---|
40 | friend class PlayerInfo; |
---|
41 | friend class ControllableEntity; |
---|
42 | |
---|
43 | public: |
---|
44 | Controller(BaseObject* creator); |
---|
45 | virtual ~Controller(); |
---|
46 | |
---|
47 | inline void setPlayer(PlayerInfo* player) |
---|
48 | { this->player_ = player; } |
---|
49 | inline PlayerInfo* getPlayer() const |
---|
50 | { return this->player_; } |
---|
51 | |
---|
52 | virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {}; |
---|
53 | |
---|
54 | /* Override needed for different visual effects (e.g. in "NewHumanController.cc") depending on |
---|
55 | the DIFFERENT AMOUNT OF DAMAGE done to the shield and to the health of "victim" (see Projectile.cc, Pawn.cc) |
---|
56 | |
---|
57 | // virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) {}; |
---|
58 | */ |
---|
59 | |
---|
60 | void setGodMode( bool mode ){ this->bGodMode_ = mode; } |
---|
61 | bool getGodMode(){ return this->bGodMode_; } |
---|
62 | |
---|
63 | inline ControllableEntity* getControllableEntity() const |
---|
64 | { return this->controllableEntity_; } |
---|
65 | virtual void changedControllableEntity() {} |
---|
66 | |
---|
67 | protected: |
---|
68 | // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do) |
---|
69 | inline void setControllableEntity(ControllableEntity* entity) |
---|
70 | { |
---|
71 | if (entity != this->controllableEntity_) |
---|
72 | { |
---|
73 | this->controllableEntity_ = entity; |
---|
74 | this->changedControllableEntity(); |
---|
75 | } |
---|
76 | } |
---|
77 | |
---|
78 | protected: |
---|
79 | PlayerInfo* player_; |
---|
80 | ControllableEntity* controllableEntity_; |
---|
81 | private: |
---|
82 | bool bGodMode_; |
---|
83 | }; |
---|
84 | } |
---|
85 | |
---|
86 | #endif /* _Controller_H__ */ |
---|