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source: code/branches/presentation/src/orxonox/controllers/HumanController.h @ 8822

Last change on this file since 8822 was 8580, checked in by dafrick, 14 years ago

Merging game immersion branch into presentation branch.

  • Property svn:eol-style set to native
File size: 3.8 KB
Line 
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 _HumanController_H__
30#define _HumanController_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "tools/Timer.h"
35#include "tools/interfaces/Tickable.h"
36#include "Controller.h"
37
38// tolua_begin
39namespace orxonox
40{
41    class _OrxonoxExport HumanController
42// tolua_end
43        : public Controller, public Tickable
44    { // tolua_export
45        public:
46            HumanController(BaseObject* creator);
47            virtual ~HumanController();
48
49            virtual void tick(float dt);
50
51            static void moveFrontBack(const Vector2& value);
52            static void moveRightLeft(const Vector2& value);
53            static void moveUpDown(const Vector2& value);
54
55            static void rotateYaw(const Vector2& value);
56            static void rotatePitch(const Vector2& value);
57            static void rotateRoll(const Vector2& value);
58
59            virtual void frontback(const Vector2& value);
60            virtual void yaw(const Vector2& value);
61            virtual void pitch(const Vector2& value);
62
63            static void fire(unsigned int firemode);
64            virtual void doFire(unsigned int firemode);
65            static void reload();
66
67            static void keepBoost(); // Static method, keeps boosting.
68            /**
69            @brief Check whether the HumanController is in boosting mode.
70            @return Returns true if it is, false if not.
71            */
72            inline bool isBoosting(void)
73                { return this->boosting_; }
74            void keepBoosting(void);
75            void terminateBoosting(void);
76           
77            static void greet();
78            static void switchCamera();
79            static void mouseLook();
80            static void cycleNavigationFocus();
81            static void releaseNavigationFocus();
82
83            static void suicide();
84            static void toggleGodMode();
85            static void myposition();
86
87            static void addBots(unsigned int amount);
88            static void killBots(unsigned int amount = 0);
89
90            static void pauseControl(); // tolua_export
91            static void resumeControl(); // tolua_export
92            virtual void doPauseControl() {};
93            virtual void doResumeControl() {};
94
95            static inline HumanController* getLocalControllerSingleton()
96                { return HumanController::localController_s; }
97            static Pawn* getLocalControllerEntityAsPawn();
98            //friend class, for mouselook
99            friend class Map;
100
101        protected:
102            static HumanController* localController_s;
103            bool controlPaused_;
104       
105        private:
106            bool boosting_; // Whether the HumanController is in boosting mode or not.
107            Timer boostingTimeout_; // A timer to check whether the player is no longer boosting.
108            static const float BOOSTING_TIME; // The time after it is checked, whether the player is no longer boosting.
109
110    }; // tolua_export
111} // tolua_export
112
113#endif /* _HumanController_H__ */
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