/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file PlayerTrigger.h @brief Definition of the PlayerTrigger class. @ingroup Triggers */ #ifndef _PlayerTrigger_H__ #define _PlayerTrigger_H__ #include "OrxonoxPrereqs.h" #include "core/class/OrxonoxInterface.h" #include "core/object/WeakPtr.h" namespace orxonox { /** @brief PlayerTrigger is an interface if implemented by a specific trigger can be used to recover the Player (or the @ref orxonox::Pawn "Pawn") that triggered it. @author Damian 'Mozork' Frick @ingroup Triggers */ class _OrxonoxExport PlayerTrigger : virtual public OrxonoxInterface { public: PlayerTrigger(); virtual ~PlayerTrigger() {} /** @brief Returns the Pawn that triggered the PlayerTrigger. @return Returns a pointer to the Pawn that triggered the PlayerTrigger. */ inline Pawn* getTriggeringPawn(void) const { return this->pawn_; } /** @brief Returns the player that triggered the PlayerTrigger. @return Returns a pointer to the PlayerInfo that triggered the PlayerTrigger. */ inline PlayerInfo* getTriggeringPlayer(void) const { return this->player_; } /** @brief Checks whether the PlayerTrigger normally returns a Pawn/PlayerInfo. @return Returns true if the PlayerTrigger normally returns a Pawn/PlayerInfo. */ inline bool isForPlayer(void) const { return this->isForPlayer_; } protected: /** @brief Set the player that triggered the PlayerTrigger. This is normally done by classes inheriting vom PlayerTrigger. @param player A pointer to the Pawn that triggered the PlayerTrigger. */ void setTriggeringPawn(Pawn* pawn); /** @brief Set whether the PlayerTrigger normally is triggered by Pawns. @param isForPlayer Should be true when the PlayerTrigger should be set to normally be triggered by Pawns, false if not. */ inline void setForPlayer(bool isForPlayer) { this->isForPlayer_ = isForPlayer; } private: WeakPtr player_; //!< The player that triggered the PlayerTrigger. WeakPtr pawn_; //!< The Pawn that triggered the PlayerTrigger. bool isForPlayer_; //!< Is true when the PlayerTrigger should be set to normally be triggered by Pawns. }; } #endif /* _PlayerTrigger_H__ */