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source: code/branches/release2012/src/orxonox/controllers/HumanController.h @ 10233

Last change on this file since 10233 was 9368, checked in by jo, 12 years ago

Trying to change the mouselook keybinding according to the suggestion in the forum. BUT the outcome stays the same.

  • Property svn:eol-style set to native
File size: 4.0 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 "FormationController.h"
37
38// tolua_begin
39namespace orxonox
40{
41    class _OrxonoxExport HumanController
42// tolua_end
43        : public FormationController, 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
78            static void greet();
79            static void switchCamera();
80            static void mouseLook();
81            static void mouseLookOFF();
82            static void cycleNavigationFocus();
83            static void releaseNavigationFocus();
84
85            static void suicide();
86            static void toggleGodMode();
87            static void myposition();
88
89            static void toggleFormationFlight();
90            static void FFChangeMode();
91
92            static void addBots(unsigned int amount);
93            static void killBots(unsigned int amount = 0);
94
95            static void pauseControl(); // tolua_export
96            static void resumeControl(); // tolua_export
97            virtual void doPauseControl() {};
98            virtual void doResumeControl() {};
99
100            static inline HumanController* getLocalControllerSingleton()
101                { return HumanController::localController_s; }
102            static Pawn* getLocalControllerEntityAsPawn();
103            //friend class, for mouselook
104            friend class Map;
105
106        protected:
107            static HumanController* localController_s;
108            bool controlPaused_;
109
110        private:
111            bool boosting_; // Whether the HumanController is in boosting mode or not.
112            Timer boostingTimeout_; // A timer to check whether the player is no longer boosting.
113            static const float BOOSTING_TIME; // The time after it is checked, whether the player is no longer boosting.
114
115    }; // tolua_export
116} // tolua_export
117
118#endif /* _HumanController_H__ */
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