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source: code/trunk/src/orxonox/controllers/HumanController.h @ 7395

Last change on this file since 7395 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: 3.2 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/interfaces/Tickable.h"
35#include "Controller.h"
36
37// tolua_begin
38namespace orxonox
39{
40    class _OrxonoxExport HumanController
41// tolua_end
42        : public Controller, public Tickable
43    { // tolua_export
44        public:
45            HumanController(BaseObject* creator);
46            virtual ~HumanController();
47
48            virtual void tick(float dt);
49
50            static void moveFrontBack(const Vector2& value);
51            static void moveRightLeft(const Vector2& value);
52            static void moveUpDown(const Vector2& value);
53
54            static void rotateYaw(const Vector2& value);
55            static void rotatePitch(const Vector2& value);
56            static void rotateRoll(const Vector2& value);
57
58            virtual void frontback(const Vector2& value);
59            virtual void yaw(const Vector2& value);
60            virtual void pitch(const Vector2& value);
61
62            static void fire(unsigned int firemode);
63            virtual void doFire(unsigned int firemode);
64            static void reload();
65
66            static void boost();
67            static void greet();
68            static void switchCamera();
69            static void mouseLook();
70            static void dropItems();
71            static void useItem();
72            static void cycleNavigationFocus();
73            static void releaseNavigationFocus();
74
75            static void suicide();
76            static void toggleGodMode();
77
78            static void addBots(unsigned int amount);
79            static void killBots(unsigned int amount = 0);
80
81            static void pauseControl(); // tolua_export
82            static void resumeControl(); // tolua_export
83            virtual void doPauseControl() {};
84            virtual void doResumeControl() {};
85
86            static inline HumanController* getLocalControllerSingleton()
87                { return HumanController::localController_s; }
88            static Pawn* getLocalControllerEntityAsPawn();
89            //friend class, for mouselook
90            friend class Map;
91
92        protected:
93            static HumanController* localController_s;
94            bool controlPaused_;
95    }; // tolua_export
96} // tolua_export
97
98#endif /* _HumanController_H__ */
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