/************************************************************************ * Copyright (c) 2005-2007 tok@openlinux.org.uk * * * * This software is provided as-is, without any express or implied * * warranty. In no event will the authors be held liable for any * * damages arising from the use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute * * it freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must * * not claim that you wrote the original software. If you use this * * software in a product, an acknowledgment in the product documentation * * would be appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must * * not be misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source * * distribution. * ************************************************************************/ #ifndef OBJECT_CONTROLLER_H #define OBJECT_CONTROLLER_H #include #include "set.h" namespace OpenGTA { class EntityController { public: EntityController(); void zero(); typedef uint32_t Storage_T; void setRaw(Storage_T v); protected: EntityController(const EntityController & other); Storage_T rawData; Util::Set dataSet; }; class Pedestrian; class PedController : public EntityController { public: PedController() {} PedController(const PedController & other) : EntityController(other) {} void setTurnLeft(bool press = true); inline void releaseTurnLeft() { setTurnLeft(false); } void setTurnRight(bool press = true); inline void releaseTurnRight() { setTurnRight(false); } signed char getTurn(); void setMoveForward(bool press = true); inline void releaseMoveForward() { setMoveForward(false); } void setMoveBack(bool press = true); inline void releaseMoveBack() { setMoveBack(false); } signed char getMove(); void setAction(bool press = true); inline void releaseAction() { setAction(false); } bool getAction(); // bool getAction(); void setJump(bool press = true); inline void releaseJump() { setJump(false); } bool getJump(); // bool getJump(); void setFireWeapon(bool press = true); inline void releaseFireWeapon() { setFireWeapon(false); } bool getFireWeapon(); void setActiveWeapon(unsigned char); unsigned char getActiveWeapon(); void setRunning(bool yes = true); inline void releaseRunning() { setRunning(false); } bool getRunning(); // weapons, equip, shoot }; class VehicleController : public EntityController { public: VehicleController() {} VehicleController(const VehicleController & other) : EntityController(other) {} void setTurnLeft(bool press = true); inline void releaseTurnLeft() { setTurnLeft(false); } void setTurnRight(bool press = true); inline void releaseTurnRight() { setTurnRight(false); } void setAccelerate(bool press = true); inline void releaseAccelerate() { setAccelerate(false); } void setReverse(bool press = true); inline void releaseReverse() { setReverse(false); } void setHandbrake(bool press = true); inline void releaseHandbrake() { setHandbrake(false); } void setAction(bool press = true); inline void releaseAction() { setAction(false); } // vehicle specials }; // HeliController? } #endif