/* * 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: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Controller_H__ #define _Controller_H__ #include "OrxonoxPrereqs.h" #include "core/BaseObject.h" #include "core/class/Super.h" namespace orxonox { class _OrxonoxExport Controller : public BaseObject { // set friend classes to access setControllableEntity friend class PlayerInfo; friend class ControllableEntity; public: Controller(Context* context); virtual ~Controller(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); inline void setPlayer(PlayerInfo* player) { this->player_ = player; } inline PlayerInfo* getPlayer() const { return this->player_; } inline void setTeam(int team) { this->team_ = team; } inline int getTeam() const { return this->team_; } virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {}; /* Override needed for different visual effects (e.g. in "NewHumanController.cc") depending on the DIFFERENT AMOUNT OF DAMAGE done to the shield and to the health of "victim" (see Projectile.cc, Pawn.cc) // virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) {}; */ void setGodMode( bool mode ){ this->bGodMode_ = mode; } bool getGodMode(){ return this->bGodMode_; } inline ControllableEntity* getControllableEntity() const { return this->controllableEntity_; } virtual void changedControllableEntity() {} // protected: // don't use this directly, use getPlayer()->startControl(entity) (unless you know exactly what you do) inline void setControllableEntity(ControllableEntity* entity) { if (entity != this->controllableEntity_) { this->controllableEntity_ = entity; this->changedControllableEntity(); } } protected: PlayerInfo* player_; ControllableEntity* controllableEntity_; int team_; private: bool bGodMode_; }; } #endif /* _Controller_H__ */