/* * 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: * Michael Wirth * Co-authors: * ... * */ #ifndef _NewNewHumanController_H__ #define _NewNewHumanController_H__ #include "OrxonoxPrereqs.h" #include "util/Math.h" #include "core/ClassTreeMask.h" #include "HumanController.h" namespace orxonox { class _OrxonoxExport NewHumanController : public HumanController { public: NewHumanController(Context* context); virtual ~NewHumanController(); virtual void tick(float dt) override; virtual void frontback(const Vector2& value) override; virtual void yaw(const Vector2& value) override; virtual void pitch(const Vector2& value) override; static void accelerate(); static void decelerate(); virtual void doFire(unsigned int firemode) override; virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) override; static void unfire(); virtual void doUnfire(); void centerCursor(); static void changeMode(); virtual void changedControllableEntity() override; virtual void doPauseControl() override; virtual void doResumeControl() override; float getCurrentYaw(){ return this->currentYaw_; } float getCurrentPitch(){ return this->currentPitch_; } protected: void updateTarget(); void alignArrows(); void showOverlays(); void hideOverlays(); void hideArrows(); unsigned int controlMode_; static NewHumanController* localController_s; private: float currentYaw_; float currentPitch_; OrxonoxOverlay* crossHairOverlay_; OrxonoxOverlay* centerOverlay_; OrxonoxOverlay* damageOverlayTop_; OrxonoxOverlay* damageOverlayRight_; OrxonoxOverlay* damageOverlayBottom_; OrxonoxOverlay* damageOverlayLeft_; float damageOverlayTime_; float damageOverlayTT_; float damageOverlayTR_; float damageOverlayTB_; float damageOverlayTL_; OrxonoxOverlay* arrowsOverlay1_; OrxonoxOverlay* arrowsOverlay2_; OrxonoxOverlay* arrowsOverlay3_; OrxonoxOverlay* arrowsOverlay4_; float overlaySize_; float arrowsSize_; bool accelerating_; float acceleration_; int firemode_; bool showArrows_; bool showDamageOverlay_; bool showOverlays_; ClassTreeMask targetMask_; }; } #endif /* _NewHumanController_H__ */