| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #ifndef _Controller_H__ | 
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| 30 | #define _Controller_H__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 | #include "core/BaseObject.h" | 
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| 34 |  | 
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| 35 | namespace orxonox | 
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| 36 | { | 
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| 37 |     class _OrxonoxExport Controller : public BaseObject | 
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| 38 |     { | 
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| 39 |         // set friend classes to access setControllableEntity | 
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| 40 |         friend class PlayerInfo; | 
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| 41 |         friend class ControllableEntity; | 
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| 42 |  | 
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| 43 |         public: | 
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| 44 |             Controller(Context* context); | 
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| 45 |             virtual ~Controller(); | 
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| 46 |  | 
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| 47 |             inline void setPlayer(PlayerInfo* player) | 
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| 48 |                 { this->player_ = player; } | 
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| 49 |             inline PlayerInfo* getPlayer() const | 
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| 50 |                 { return this->player_; } | 
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| 51 |  | 
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| 52 |             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {}; | 
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| 53 |  | 
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| 54 | /* Override needed for different visual effects (e.g. in "NewHumanController.cc") depending on | 
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| 55 |    the DIFFERENT AMOUNT OF DAMAGE done to the shield and to the health of "victim" (see Projectile.cc, Pawn.cc) | 
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| 56 |  | 
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| 57 | //            virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) {}; | 
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| 58 | */ | 
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| 59 |  | 
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| 60 |             void setGodMode( bool mode ){ this->bGodMode_ = mode; } | 
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| 61 |             bool getGodMode(){ return this->bGodMode_; } | 
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| 62 |  | 
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| 63 |             inline ControllableEntity* getControllableEntity() const | 
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| 64 |                 { return this->controllableEntity_; } | 
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| 65 |             virtual void changedControllableEntity() {} | 
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| 66 |  | 
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| 67 | //        protected: | 
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| 68 |             // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do) | 
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| 69 |             inline void setControllableEntity(ControllableEntity* entity) | 
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| 70 |             { | 
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| 71 |                 if (entity != this->controllableEntity_) | 
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| 72 |                 { | 
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| 73 |                     this->controllableEntity_ = entity; | 
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| 74 |                     this->changedControllableEntity(); | 
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| 75 |                 } | 
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| 76 |             } | 
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| 77 |  | 
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| 78 |         protected: | 
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| 79 |             PlayerInfo* player_; | 
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| 80 |             ControllableEntity* controllableEntity_; | 
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| 81 |         private: | 
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| 82 |             bool bGodMode_; | 
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| 83 |     }; | 
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| 84 | } | 
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| 85 |  | 
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| 86 | #endif /* _Controller_H__ */ | 
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