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source: code/branches/ai2/src/orxonox/controllers/HumanController.cc @ 8791

Last change on this file since 8791 was 8706, checked in by dafrick, 13 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 12.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "HumanController.h"
30
31#include "core/CoreIncludes.h"
32#include "core/command/ConsoleCommand.h"
33#include "worldentities/ControllableEntity.h"
34#include "worldentities/pawns/Pawn.h"
35#include "gametypes/Gametype.h"
36#include "infos/PlayerInfo.h"
37#include "Radar.h"
38#include "Scene.h"
39
40namespace orxonox
41{
42    extern const std::string __CC_fire_name = "fire";
43    extern const std::string __CC_suicide_name = "suicide";
44    const std::string __CC_boost_name = "boost";
45
46    SetConsoleCommand("HumanController", "moveFrontBack",          &HumanController::moveFrontBack ).addShortcut().setAsInputCommand();
47    SetConsoleCommand("HumanController", "moveRightLeft",          &HumanController::moveRightLeft ).addShortcut().setAsInputCommand();
48    SetConsoleCommand("HumanController", "moveUpDown",             &HumanController::moveUpDown    ).addShortcut().setAsInputCommand();
49    SetConsoleCommand("HumanController", "rotateYaw",              &HumanController::rotateYaw     ).addShortcut().setAsInputCommand();
50    SetConsoleCommand("HumanController", "rotatePitch",            &HumanController::rotatePitch   ).addShortcut().setAsInputCommand();
51    SetConsoleCommand("HumanController", "rotateRoll",             &HumanController::rotateRoll    ).addShortcut().setAsInputCommand();
52    SetConsoleCommand("HumanController", __CC_fire_name,           &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
53    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
54    SetConsoleCommand("HumanController", __CC_boost_name,          &HumanController::keepBoost     ).addShortcut().keybindMode(KeybindMode::OnHold);
55    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
56    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
57    SetConsoleCommand("HumanController", "mouseLook",              &HumanController::mouseLook     ).addShortcut();
58    SetConsoleCommand("HumanController", __CC_suicide_name,        &HumanController::suicide       ).addShortcut();
59    SetConsoleCommand("HumanController", "toggleGodMode",          &HumanController::toggleGodMode ).addShortcut();
60    SetConsoleCommand("HumanController", "addBots",                &HumanController::addBots       ).addShortcut().defaultValues(1);
61    SetConsoleCommand("HumanController", "killBots",               &HumanController::killBots      ).addShortcut().defaultValues(0);
62    SetConsoleCommand("HumanController", "cycleNavigationFocus",   &HumanController::cycleNavigationFocus).addShortcut();
63    SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut();
64    SetConsoleCommand("HumanController", "myposition",             &HumanController::myposition    ).addShortcut();
65
66    CreateUnloadableFactory(HumanController);
67
68    HumanController* HumanController::localController_s = 0;
69    /*static*/ const float HumanController::BOOSTING_TIME = 0.1f;
70
71    HumanController::HumanController(BaseObject* creator) : Controller(creator)
72    {
73        RegisterObject(HumanController);
74
75        this->controlPaused_ = false;
76        this->boosting_ = false;
77        this->boosting_ = false;
78
79        HumanController::localController_s = this;
80        this->boostingTimeout_.setTimer(HumanController::BOOSTING_TIME, false, createExecutor(createFunctor(&HumanController::terminateBoosting, this)));
81        this->boostingTimeout_.stopTimer();
82    }
83
84    HumanController::~HumanController()
85    {
86        HumanController::localController_s = 0;
87    }
88
89    void HumanController::tick(float dt)
90    {
91        if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_)
92        {
93            Camera* camera = HumanController::localController_s->controllableEntity_->getCamera();
94            if (!camera)
95                COUT(3) << "HumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
96        }
97    }
98
99    void HumanController::moveFrontBack(const Vector2& value)
100    {
101        if (HumanController::localController_s)
102            HumanController::localController_s->frontback(value);
103    }
104
105    void HumanController::frontback(const Vector2& value)
106    {
107        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
108            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
109    }
110
111    void HumanController::moveRightLeft(const Vector2& value)
112    {
113        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
114            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
115    }
116
117    void HumanController::moveUpDown(const Vector2& value)
118    {
119        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
120            HumanController::localController_s->controllableEntity_->moveUpDown(value);
121    }
122
123    void HumanController::yaw(const Vector2& value)
124    {
125        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
126            HumanController::localController_s->controllableEntity_->rotateYaw(value);
127    }
128
129    void HumanController::pitch(const Vector2& value)
130    {
131        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
132            HumanController::localController_s->controllableEntity_->rotatePitch(value);
133    }
134
135    void HumanController::rotateYaw(const Vector2& value)
136    {
137        if (HumanController::localController_s)
138            HumanController::localController_s->yaw(value);
139    }
140
141    void HumanController::rotatePitch(const Vector2& value)
142    {
143        if (HumanController::localController_s)
144            HumanController::localController_s->pitch(value);
145    }
146
147    void HumanController::rotateRoll(const Vector2& value)
148    {
149        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
150            HumanController::localController_s->controllableEntity_->rotateRoll(value);
151    }
152
153    void HumanController::fire(unsigned int firemode)
154    {
155        if (HumanController::localController_s)
156            HumanController::localController_s->doFire(firemode);
157    }
158
159    void HumanController::doFire(unsigned int firemode)
160    {
161        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
162            HumanController::localController_s->controllableEntity_->fire(firemode);
163    }
164
165    void HumanController::reload()
166    {
167        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
168            HumanController::localController_s->controllableEntity_->reload();
169    }
170
171    /**
172    @brief
173        Static method,keeps boosting.
174    */
175    /*static*/ void HumanController::keepBoost()
176    {
177        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
178            HumanController::localController_s->keepBoosting();
179    }
180   
181    /**
182    @brief
183        Starts, or keeps the boosting mode.
184        Resets the boosting timeout and ells the ControllableEntity to boost (or not boost anymore).
185    */
186    void HumanController::keepBoosting(void)
187    {
188        if(this->boostingTimeout_.isActive())
189        {
190            this->boostingTimeout_.stopTimer();
191            this->boostingTimeout_.startTimer();
192        }
193        else
194        {
195            this->boosting_ = true;
196            this->boostingTimeout_.startTimer();
197           
198            this->controllableEntity_->boost(this->boosting_);
199            COUT(4) << "Start boosting" << endl;
200        }
201    }
202
203    /**
204    @brief
205        Terminates the boosting mode.
206    */
207    void HumanController::terminateBoosting(void)
208    {
209        this->boosting_ = false;
210        this->boostingTimeout_.stopTimer();
211
212        this->controllableEntity_->boost(this->boosting_);
213        COUT(4) << "Stop boosting" << endl;
214    }
215
216    void HumanController::greet()
217    {
218        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
219            HumanController::localController_s->controllableEntity_->greet();
220    }
221
222    void HumanController::switchCamera()
223    {
224        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
225            HumanController::localController_s->controllableEntity_->switchCamera();
226    }
227
228    void HumanController::mouseLook()
229    {
230        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
231            HumanController::localController_s->controllableEntity_->mouseLook();
232    }
233
234    void HumanController::suicide()
235    {
236        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
237        {
238            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
239            if (pawn)
240                pawn->kill();
241            else if (HumanController::localController_s->player_)
242                HumanController::localController_s->player_->stopControl();
243        }
244    }
245
246    void HumanController::toggleGodMode()
247    {
248        if (HumanController::localController_s)
249            HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode());
250    }
251
252    void HumanController::myposition()
253    {
254        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
255        {
256            const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition();
257            const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation();
258
259            COUT(0) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" ";
260            COUT(0) << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << std::endl;
261        }
262    }
263
264    void HumanController::addBots(unsigned int amount)
265    {
266        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
267            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
268    }
269
270    void HumanController::killBots(unsigned int amount)
271    {
272        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
273            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
274    }
275
276    Pawn* HumanController::getLocalControllerEntityAsPawn()
277    {
278        if (HumanController::localController_s)
279            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
280        else
281            return NULL;
282    }
283
284    void HumanController::cycleNavigationFocus()
285    {
286        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
287            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
288    }
289
290    void HumanController::releaseNavigationFocus()
291    {
292        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
293            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
294    }
295
296    void HumanController::pauseControl()
297    {
298        if (HumanController::localController_s)
299            HumanController::localController_s->doPauseControl();
300    }
301
302    void HumanController::resumeControl()
303    {
304        if (HumanController::localController_s)
305            HumanController::localController_s->doResumeControl();
306    }
307}
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