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source: code/branches/weapons/src/orxonox/controllers/Controller.h @ 8430

Last change on this file since 8430 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 2.5 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 _Controller_H__
30#define _Controller_H__
31
32#include "OrxonoxPrereqs.h"
33#include "core/BaseObject.h"
34
35namespace 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            void setGodMode( bool mode ){ this->bGodMode_ = mode; }
55            bool getGodMode(){ return this->bGodMode_; }
56
57            inline ControllableEntity* getControllableEntity() const
58                { return this->controllableEntity_; }
59            virtual void changedControllableEntity() {}
60
61        protected:
62            // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do)
63            inline void setControllableEntity(ControllableEntity* entity)
64            {
65                if (entity != this->controllableEntity_)
66                {
67                    this->controllableEntity_ = entity;
68                    this->changedControllableEntity();
69                }
70            }
71
72        protected:
73            PlayerInfo* player_;
74            ControllableEntity* controllableEntity_;
75        private:
76            bool bGodMode_;
77    };
78}
79
80#endif /* _Controller_H__ */
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