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 | * Reto Grieder |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _ControllableEntity_H__ |
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30 | #define _ControllableEntity_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include <list> |
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35 | #include <string> |
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36 | #include "util/Math.h" |
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37 | #include "MobileEntity.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | /** |
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42 | @brief |
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43 | The ControllableEntity is derived from the @ref orxonox::MobileEntity. ControllableEntities can be controlled by @ref orxonox::Controller Controllers. |
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44 | A Controller will call (based on user input, AI decision, ...) for example the function @see moveFrontBack or the function @see rotateYaw to |
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45 | move the ControllableEntity through space. A Controller could also call the @see boost function to tell the ControllableEntity that he wants it to boost. |
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46 | */ |
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47 | |
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48 | class _OrxonoxExport ControllableEntity : public MobileEntity |
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49 | { |
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50 | friend class PlayerInfo; // PlayerInfo uses setPlayer and removePlayer |
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51 | |
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52 | public: |
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53 | ControllableEntity(Context* context); |
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54 | virtual ~ControllableEntity(); |
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55 | |
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56 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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57 | virtual void tick(float dt) override; |
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58 | void setConfigValues(); |
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59 | |
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60 | virtual void changedPlayer() {} |
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61 | |
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62 | inline PlayerInfo* getPlayer() const |
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63 | { return this->player_; } |
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64 | /** |
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65 | @brief Get the player even after the ControllableEntity has stopped being the players ControllableEntity. |
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66 | @return Returns the most recent PlayerInfo. |
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67 | */ |
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68 | inline PlayerInfo* getFormerPlayer() const |
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69 | { return this->formerPlayer_; } |
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70 | |
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71 | inline void setDestroyWhenPlayerLeft(bool bDestroy) |
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72 | { this->bDestroyWhenPlayerLeft_ = bDestroy; } |
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73 | inline bool getDestroyWhenPlayerLeft() const |
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74 | { return this->bDestroyWhenPlayerLeft_; } |
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75 | |
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76 | virtual void moveFrontBack(const Vector2& value) {} |
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77 | virtual void moveRightLeft(const Vector2& value) {} |
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78 | virtual void moveUpDown(const Vector2& value) {} |
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79 | |
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80 | virtual void rotateYaw(const Vector2& value); |
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81 | virtual void rotatePitch(const Vector2& value); |
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82 | virtual void rotateRoll(const Vector2& value); |
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83 | |
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84 | inline void moveFrontBack(float value) |
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85 | { this->moveFrontBack(Vector2(value, 0)); } |
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86 | inline void moveRightLeft(float value) |
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87 | { this->moveRightLeft(Vector2(value, 0)); } |
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88 | inline void moveUpDown(float value) |
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89 | { this->moveUpDown(Vector2(value, 0)); } |
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90 | |
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91 | inline void rotateYaw(float value) |
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92 | { this->rotateYaw(Vector2(value, 0)); } |
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93 | inline void rotatePitch(float value) |
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94 | { this->rotatePitch(Vector2(value, 0)); } |
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95 | inline void rotateRoll(float value) |
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96 | { this->rotateRoll(Vector2(value, 0)); } |
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97 | |
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98 | void fire(unsigned int firemode); |
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99 | virtual void fired(unsigned int firemode) {} |
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100 | virtual void reload() {} |
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101 | |
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102 | /** |
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103 | @brief Tells the ControllableEntity to either start or stop boosting. |
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104 | This doesn't mean, that the ControllableEntity will do so, there might be additional restrictions on boosting, but if it can, then it will. |
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105 | @param bBoost If true the ControllableEntity is told to start boosting, if false it is told to stop. |
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106 | */ |
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107 | virtual void boost(bool bBoost) {} |
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108 | |
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109 | virtual void greet() {} |
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110 | virtual void switchCamera(); |
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111 | virtual void mouseLook(); |
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112 | |
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113 | inline const std::string& getHudTemplate() const |
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114 | { return this->hudtemplate_; } |
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115 | |
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116 | inline Camera* getCamera() const |
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117 | { return this->camera_; } |
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118 | inline OverlayGroup* getHUD() const |
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119 | { return this->hud_; } |
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120 | |
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121 | void addCameraPosition(CameraPosition* position); |
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122 | CameraPosition* getCameraPosition(unsigned int index) const; |
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123 | inline const std::list<StrongPtr<CameraPosition>>& getCameraPositions() const |
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124 | { return this->cameraPositions_; } |
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125 | unsigned int getCurrentCameraIndex() const; |
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126 | bool setCameraPosition(unsigned int index); |
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127 | |
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128 | inline void setCameraPositionTemplate(const std::string& name) |
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129 | { this->cameraPositionTemplate_ = name; } |
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130 | inline const std::string& getCameraPositionTemplate() const |
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131 | { return this->cameraPositionTemplate_; } |
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132 | |
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133 | inline void setReverseCamera(CameraPosition* camera) |
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134 | { this->reverseCamera_ = camera; } |
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135 | inline CameraPosition* getReverseCamera() const |
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136 | { return this->reverseCamera_; } |
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137 | |
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138 | using WorldEntity::setPosition; |
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139 | using WorldEntity::setOrientation; |
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140 | using MobileEntity::setVelocity; |
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141 | using MobileEntity::setAngularVelocity; |
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142 | |
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143 | virtual void setPosition(const Vector3& position) override; |
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144 | virtual void setOrientation(const Quaternion& orientation) override; |
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145 | virtual void setVelocity(const Vector3& velocity) override; |
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146 | virtual void setAngularVelocity(const Vector3& velocity) override; |
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147 | |
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148 | inline bool hasLocalController() const |
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149 | { return this->bHasLocalController_; } |
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150 | inline bool hasHumanController() const |
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151 | { return this->bHasHumanController_; } |
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152 | |
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153 | inline bool isInMouseLook() const |
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154 | { return this->bMouseLook_; } |
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155 | inline float getMouseLookSpeed() const |
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156 | { return this->mouseLookSpeed_; } |
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157 | inline CameraPosition* getCurrentCameraPosition() |
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158 | { return this->currentCameraPosition_; } |
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159 | |
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160 | inline Controller* getXMLController() const |
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161 | { return this->xmlcontroller_; } |
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162 | |
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163 | inline Controller* getController() const |
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164 | { return this->controller_; } |
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165 | void setController(Controller* val); |
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166 | |
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167 | |
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168 | virtual void setTarget( WorldEntity* target ); |
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169 | virtual WorldEntity* getTarget() |
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170 | { return this->target_; } |
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171 | void setTargetInternal( uint32_t targetID ); |
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172 | |
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173 | inline void setTeam(int team) |
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174 | { this->team_ = team; } |
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175 | inline int getTeam() const |
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176 | { return this->team_; } |
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177 | |
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178 | virtual void registerToScriptableController(ScriptableController *controller) override; |
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179 | |
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180 | protected: |
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181 | virtual void preDestroy() override; |
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182 | |
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183 | virtual void setPlayer(PlayerInfo* player); // don't call this directly, use friend class PlayerInfo instead |
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184 | virtual void removePlayer(); // don't call this directly, use friend class PlayerInfo instead |
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185 | |
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186 | virtual void startLocalHumanControl(); |
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187 | virtual void stopLocalHumanControl(); |
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188 | virtual void parentChanged() override; |
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189 | |
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190 | inline void setHudTemplate(const std::string& name) |
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191 | { this->hudtemplate_ = name; } |
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192 | // HACK-ish |
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193 | void createHud(void); |
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194 | void destroyHud(void); |
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195 | |
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196 | Ogre::SceneNode* cameraPositionRootNode_; |
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197 | |
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198 | private: |
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199 | void registerVariables(); |
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200 | void setXMLController(Controller* controller); |
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201 | |
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202 | void overwrite(); |
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203 | void processOverwrite(); |
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204 | |
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205 | void processServerPosition(); |
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206 | void processServerLinearVelocity(); |
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207 | void processServerOrientation(); |
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208 | void processServerAngularVelocity(); |
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209 | |
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210 | void processClientPosition(); |
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211 | void processClientLinearVelocity(); |
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212 | void processClientOrientation(); |
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213 | void processClientAngularVelocity(); |
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214 | |
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215 | void networkcallback_changedplayerID(); |
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216 | |
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217 | // Bullet btMotionState related |
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218 | virtual void setWorldTransform(const btTransform& worldTrans) override; |
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219 | |
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220 | unsigned int server_overwrite_; |
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221 | unsigned int client_overwrite_; |
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222 | |
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223 | bool bHasLocalController_; |
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224 | bool bHasHumanController_; |
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225 | bool bDestroyWhenPlayerLeft_; |
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226 | |
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227 | Vector3 server_position_; |
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228 | Vector3 client_position_; |
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229 | Vector3 server_linear_velocity_; |
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230 | Vector3 client_linear_velocity_; |
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231 | Quaternion server_orientation_; |
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232 | Quaternion client_orientation_; |
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233 | Vector3 server_angular_velocity_; |
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234 | Vector3 client_angular_velocity_; |
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235 | |
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236 | PlayerInfo* player_; |
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237 | PlayerInfo* formerPlayer_; |
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238 | unsigned int playerID_; |
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239 | |
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240 | std::string hudtemplate_; |
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241 | OverlayGroup* hud_; |
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242 | |
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243 | Camera* camera_; |
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244 | bool bMouseLook_; |
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245 | float mouseLookSpeed_; |
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246 | std::list<StrongPtr<CameraPosition>> cameraPositions_; |
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247 | CameraPosition* currentCameraPosition_; |
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248 | std::string cameraPositionTemplate_; |
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249 | Controller* xmlcontroller_; |
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250 | WeakPtr<Controller> controller_; |
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251 | CameraPosition* reverseCamera_; |
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252 | WeakPtr<WorldEntity> target_; |
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253 | |
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254 | int team_ ; //<! teamnumber |
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255 | }; |
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256 | } |
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257 | |
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258 | #endif /* _ControllableEntity_H__ */ |
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