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source: code/branches/cegui0.8_ogre1.9/src/orxonox/controllers/NewHumanController.cc @ 12222

Last change on this file since 12222 was 11795, checked in by landauf, 7 years ago

merged ogre1.9 (including cegui0.8) into new branch

  • Property svn:eol-style set to native
File size: 24.7 KB
RevLine 
[5979]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:
[5981]23 *      Michael Wirth
[5979]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
[6256]31#include <cmath>
[6033]32#include <OgreRay.h>
33#include <OgreSceneQuery.h>
34#include <OgreCamera.h>
35#include <OgreSceneManager.h>
[6377]36#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
[5981]37
[5979]38#include "core/CoreIncludes.h"
[10624]39#include "core/command/ConsoleCommandIncludes.h"
[7859]40#include "core/input/KeyBinder.h"
41#include "core/input/KeyBinderManager.h"
[5979]42#include "worldentities/ControllableEntity.h"
[6111]43#include "worldentities/pawns/Pawn.h"
[5979]44#include "infos/PlayerInfo.h"
[6055]45#include "overlays/OrxonoxOverlay.h"
[5979]46#include "graphics/Camera.h"
47#include "sound/SoundManager.h"
[6377]48#include "tools/BulletConversions.h"
[5979]49#include "Scene.h"
50
51namespace orxonox
52{
[7284]53    SetConsoleCommand("NewHumanController", "changeMode", &NewHumanController::changeMode).keybindMode(KeybindMode::OnPress);
54    SetConsoleCommand("NewHumanController", "accelerate", &NewHumanController::accelerate).keybindMode(KeybindMode::OnPress);
55    SetConsoleCommand("NewHumanController", "decelerate", &NewHumanController::decelerate).keybindMode(KeybindMode::OnPress);
56    SetConsoleCommand("NewHumanController", "unfire",     &NewHumanController::unfire    ).keybindMode(KeybindMode::OnRelease).addShortcut();
[6091]57
[9667]58    RegisterUnloadableClass(NewHumanController);
[5979]59
[11071]60    NewHumanController* NewHumanController::localController_s = nullptr;
[6091]61
[9667]62    NewHumanController::NewHumanController(Context* context)
63        : HumanController(context)
[11071]64        , crossHairOverlay_(nullptr)
65        , centerOverlay_(nullptr)
66        , damageOverlayTop_(nullptr)
67        , damageOverlayRight_(nullptr)
68        , damageOverlayBottom_(nullptr)
69        , damageOverlayLeft_(nullptr)
[6320]70        , damageOverlayTT_(0)
[8436]71        , damageOverlayTR_(0)
72        , damageOverlayTB_(0)
73        , damageOverlayTL_(0)
[11071]74        , arrowsOverlay1_(nullptr)
75        , arrowsOverlay2_(nullptr)
76        , arrowsOverlay3_(nullptr)
77        , arrowsOverlay4_(nullptr)
[5979]78    {
79        RegisterObject(NewHumanController);
[6001]80
[6502]81        overlaySize_ = 0.08f;
82        arrowsSize_ = 0.4f;
[6310]83
[6502]84        damageOverlayTime_ = 0.6f;
[6310]85
[6055]86        controlMode_ = 0;
[6149]87        acceleration_ = 0;
[6236]88        accelerating_ = false;
[6210]89        firemode_ = -1;
[6310]90
[6210]91        showArrows_ = true;
[6236]92        showOverlays_ = false;
[6310]93        showDamageOverlay_ = true;
[6033]94
[6149]95        //currentPitch_ = 1;
96        //currentYaw_ = 1;
97
[6122]98        if (GameMode::showsGraphics())
99        {
[9667]100            crossHairOverlay_ = new OrxonoxOverlay(this->getContext());
[6122]101            crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
102            crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
[6195]103            crossHairOverlay_->hide();
[6210]104            //crossHairOverlay_->setAspectCorrection(true); not working
[6195]105
[9667]106            centerOverlay_ = new OrxonoxOverlay(this->getContext());
[6195]107            centerOverlay_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6502]108            centerOverlay_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
109            centerOverlay_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6195]110            centerOverlay_->hide();
[6210]111
[6377]112            if (showDamageOverlay_)
[6210]113            {
[9667]114                damageOverlayTop_ = new OrxonoxOverlay(this->getContext());
[6310]115                damageOverlayTop_->setBackgroundMaterial("Orxonox/DamageOverlayTop");
[6502]116                damageOverlayTop_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
117                damageOverlayTop_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]118                damageOverlayTop_->hide();
119
[9667]120                damageOverlayRight_ = new OrxonoxOverlay(this->getContext());
[6310]121                damageOverlayRight_->setBackgroundMaterial("Orxonox/DamageOverlayRight");
[6502]122                damageOverlayRight_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
123                damageOverlayRight_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]124                damageOverlayRight_->hide();
125
[9667]126                damageOverlayBottom_ = new OrxonoxOverlay(this->getContext());
[6310]127                damageOverlayBottom_->setBackgroundMaterial("Orxonox/DamageOverlayBottom");
[6502]128                damageOverlayBottom_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
129                damageOverlayBottom_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]130                damageOverlayBottom_->hide();
131
[9667]132                damageOverlayLeft_ = new OrxonoxOverlay(this->getContext());
[6310]133                damageOverlayLeft_->setBackgroundMaterial("Orxonox/DamageOverlayLeft");
[6502]134                damageOverlayLeft_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
135                damageOverlayLeft_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]136                damageOverlayLeft_->hide();
137            }
138
[6377]139            if (showArrows_)
[6310]140            {
[9667]141                arrowsOverlay1_ = new OrxonoxOverlay(this->getContext());
[6289]142                arrowsOverlay1_->setBackgroundMaterial("Orxonox/DirectionArrows1");
[6502]143                arrowsOverlay1_->setSize(Vector2(0.02727f, 0.36f * arrowsSize_));
144                arrowsOverlay1_->setPickPoint(Vector2(0.5f, 0.5f));
145                arrowsOverlay1_->setPosition(Vector2(0.5f, 0.5f));
[6210]146                arrowsOverlay1_->hide();
[6387]147
[9667]148                arrowsOverlay2_ = new OrxonoxOverlay(this->getContext());
[6289]149                arrowsOverlay2_->setBackgroundMaterial("Orxonox/DirectionArrows2");
[6502]150                arrowsOverlay2_->setSize(Vector2(0.02727f, 0.59f * arrowsSize_));
151                arrowsOverlay2_->setPickPoint(Vector2(0.5f, 0.5f));
152                arrowsOverlay2_->setPosition(Vector2(0.5f, 0.5f));
[6210]153                arrowsOverlay2_->hide();
[6387]154
[9667]155                arrowsOverlay3_ = new OrxonoxOverlay(this->getContext());
[6289]156                arrowsOverlay3_->setBackgroundMaterial("Orxonox/DirectionArrows3");
[6502]157                arrowsOverlay3_->setSize(Vector2(0.02727f, 0.77f * arrowsSize_));
158                arrowsOverlay3_->setPickPoint(Vector2(0.5f, 0.5f));
159                arrowsOverlay3_->setPosition(Vector2(0.5f, 0.5f));
[6210]160                arrowsOverlay3_->hide();
[6387]161
[9667]162                arrowsOverlay4_ = new OrxonoxOverlay(this->getContext());
[6289]163                arrowsOverlay4_->setBackgroundMaterial("Orxonox/DirectionArrows4");
[6502]164                arrowsOverlay4_->setSize(Vector2(0.02727f, arrowsSize_));
165                arrowsOverlay4_->setPickPoint(Vector2(0.5f, 0.5f));
166                arrowsOverlay4_->setPosition(Vector2(0.5f, 0.5f));
[6210]167                arrowsOverlay4_->hide();
168            }
[6122]169        }
[6045]170
[6058]171        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
[6055]172        this->targetMask_.exclude(ClassByString("BaseObject"));
173        this->targetMask_.include(ClassByString("WorldEntity"));
174        this->targetMask_.exclude(ClassByString("Projectile"));
[6091]175
176        NewHumanController::localController_s = this;
[6195]177
[6236]178        controlPaused_ = false;
[6210]179
[6377]180        //HumanController::localController_s->getControllableEntity()->getCamera()->setDrag(true);
[5979]181    }
182
183    NewHumanController::~NewHumanController()
184    {
[6055]185        if (this->isInitialized())
[5981]186        {
[6122]187            if (this->crossHairOverlay_)
188                this->crossHairOverlay_->destroy();
[6210]189            if (this->centerOverlay_)
190                this->centerOverlay_->destroy();
191
[6598]192            if (this->arrowsOverlay1_)
193                this->arrowsOverlay1_->destroy();
194            if (this->arrowsOverlay2_)
195                this->arrowsOverlay2_->destroy();
196            if (this->arrowsOverlay3_)
197                this->arrowsOverlay3_->destroy();
198            if (this->arrowsOverlay4_)
199                this->arrowsOverlay4_->destroy();
200            if (this->damageOverlayTop_)
201                this->damageOverlayTop_->destroy();
202            if (this->damageOverlayLeft_)
203                this->damageOverlayLeft_->destroy();
204            if (this->damageOverlayRight_)
205                this->damageOverlayRight_->destroy();
206            if (this->damageOverlayBottom_)
207                this->damageOverlayBottom_->destroy();
[5981]208        }
[5979]209    }
210
[6055]211    void NewHumanController::tick(float dt)
212    {
[6122]213        if (GameMode::showsGraphics())
[6111]214        {
[6210]215
[6377]216            if (this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
[6122]217            {
[6157]218                this->updateTarget();
[6289]219
[6377]220                if (!controlPaused_ )
221                {
[10216]222                    if (this->getControllableEntity() && ((this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || (this->getControllableEntity()->isExactlyA(ClassByString("ModularSpaceShip")))) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6289]223                        this->showOverlays();
[7163]224                    else if (this->getControllableEntity() &&  this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
225                    {
226                        this->showOverlays();
227                        this->hideArrows();
228                    }
[6289]229
[6502]230                    this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5f-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5f-overlaySize_/2));
[6210]231
[6377]232                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
[6236]233                    {
[6377]234                        if (this->showOverlays_ && this->showArrows_)
[6236]235                            alignArrows();
236                    }
[6210]237                    else
238                        hideArrows();
[6310]239
[6377]240                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
241                    {
[6310]242                        this->damageOverlayTT_ -= dt;
243                        this->damageOverlayTR_ -= dt;
244                        this->damageOverlayTB_ -= dt;
245                        this->damageOverlayTL_ -= dt;
[6377]246                        if (this->damageOverlayTT_ <= 0)
[6310]247                            this->damageOverlayTop_->hide();
[6377]248                        if (this->damageOverlayTR_ <= 0)
[6310]249                            this->damageOverlayRight_->hide();
[6377]250                        if (this->damageOverlayTB_ <= 0)
[6310]251                            this->damageOverlayBottom_->hide();
[6377]252                        if (this->damageOverlayTL_ <= 0)
[6310]253                            this->damageOverlayLeft_->hide();
254                    }
[6195]255                }
[6122]256            }
[6279]257            else
258                this->hideOverlays();
[6210]259
[6377]260            if (this->acceleration_ > 0)
[6173]261            {
[6377]262                if (this->accelerating_)
[6173]263                    HumanController::moveFrontBack(Vector2(1, 0));
264                else
[6388]265                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
[6173]266                this->accelerating_ = false;
267                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
268            }
[6111]269        }
[6001]270
[6360]271        // Reset pitch and yaw rates
[6365]272        // TODO: Reactivate this to fix the game pad problem with 0 input
273        //this->currentPitch_ = 0;
274        //this->currentYaw_ = 0;
[6360]275
[6001]276        HumanController::tick(dt);
277    }
278
[6033]279    void NewHumanController::doFire(unsigned int firemode)
280    {
[6377]281        if (!this->controllableEntity_)
[6316]282            return;
[6033]283
[6210]284        this->firemode_ = firemode;
285
[6157]286        if (firemode == 1 && this->controlMode_ == 1)
287        {
[6143]288            //unlocked steering, steer on right mouse click
[6144]289            HumanController::yaw(Vector2(this->currentYaw_, 0));
290            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]291        }
[6157]292        else
[9016]293            HumanController::doFire(firemode); //call for formationflight
[6045]294    }
295
[6377]296    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
297    {
[9016]298        //Used in HumanController for formationFlight
299        HumanController::hit(originator,contactpoint,damage);
[9348]300
[6377]301        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
302        {
[6310]303            Vector3 posA;
[6377]304            if (originator)
[6310]305                posA = originator->getWorldPosition();
306            else
307                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
308            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
309            //posA and posB are almost identical
[6295]310
[6310]311            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
[6295]312
[6310]313            //back is z positive
314            //x is left positive
315            //y is down positive
316            relativeHit.normalise();
317
[6502]318            float threshold = 0.3f;
[6377]319            if (relativeHit.x > threshold) // Left
[6310]320            {
321                this->damageOverlayLeft_->show();
322                this->damageOverlayTL_ = this->damageOverlayTime_;
323                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
324            }
[6377]325            if (relativeHit.x < -threshold) //Right
[6310]326            {
327                this->damageOverlayRight_->show();
328                this->damageOverlayTR_ = this->damageOverlayTime_;
329                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
330            }
[6377]331            if (relativeHit.y > threshold) //Top
[6310]332            {
[6312]333                this->damageOverlayBottom_->show();
334                this->damageOverlayTB_ = this->damageOverlayTime_;
[6310]335                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
336            }
[6377]337            if (relativeHit.y < -threshold) //Bottom
[6310]338            {
[6312]339                this->damageOverlayTop_->show();
340                this->damageOverlayTT_ = this->damageOverlayTime_;
[6310]341                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
342            }
343        }
[6295]344    }
345
[6210]346    void NewHumanController::unfire()
347    {
348        if (NewHumanController::localController_s)
349            NewHumanController::localController_s->doUnfire();
350    }
351
352    void NewHumanController::doUnfire()
353    {
354        this->firemode_ = -1;
355        hideArrows();
356    }
357
[7859]358    void NewHumanController::centerCursor()
359    {
360        this->currentYaw_ = 0;
361        this->currentPitch_ = 0;
362
[8316]363        if( KeyBinderManager::exists() )
364            KeyBinderManager::getInstance().getCurrent()->resetMouseAxes();
[7859]365    }
366
[6111]367    void NewHumanController::updateTarget()
[6055]368    {
369        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]370
[6502]371        Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast<float>(this->currentYaw_)/2*-1+.5f, static_cast<float>(this->currentPitch_)/2*-1+.5f);
[6033]372
[6055]373        rsq->setRay(mouseRay);
374        rsq->setSortByDistance(true);
[6033]375
[6055]376        /*
377        Distance of objects:
378        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]379
[6055]380        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
381        they vanish only after a distance of 10'000
382        */
[6045]383
384
[6055]385        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]386        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[7163]387        WorldEntity* myWe = static_cast<WorldEntity*>(this->getControllableEntity());
[6033]388
[6055]389        Ogre::RaySceneQueryResult::iterator itr;
390        for (itr = result.begin(); itr != result.end(); ++itr)
391        {
[8858]392//             orxout() << "testing object as target" << endl;
[7801]393            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 200)
[6045]394            {
[6055]395                // Try to cast the user pointer
[7163]396                WorldEntity* wePtr;
397                try
398                {
[11795]399#if OGRE_VERSION >= 0x010900
400                    const Ogre::Any& any = itr->movable->getUserObjectBindings().getUserAny();
401#else
402                    const Ogre::Any& any = itr->movable->getUserAny();
403#endif
404                    wePtr = orxonox_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(any));
[7163]405                }
406                catch (...)
407                {
408                    continue;
409                }
410
411                // make sure we don't shoot ourselves
412                if( wePtr==myWe )
413                    continue;
414
[6055]415                if (wePtr)
416                {
[6377]417                    // go through all parents of object and look whether they are sightable or not
[6114]418                    bool isSightable = false;
419                    WorldEntity* parent = wePtr->getParent();
[6377]420                    while (parent)
[6114]421                    {
[7163]422                        if (this->targetMask_.isExcluded(parent->getIdentifier()) || parent==myWe)
[6114]423                        {
424                            parent = parent->getParent();
425                            continue;
426                        }
427                        else
428                        {
429                            isSightable = true;
430                            break;
431                        }
432                    }
[6377]433                    if (!isSightable)
[6055]434                        continue;
[6045]435                }
[6143]436
[6377]437                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
[6116]438                    this->getControllableEntity()->setTarget(wePtr);
[6091]439
[6377]440                if (pawn)
[6143]441                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
442
[6195]443                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6111]444                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
445                return;
[6045]446            }
[6377]447        }
[6091]448
[6377]449        if (pawn)
[9939]450            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 3000 );
[6143]451
[11071]452        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != nullptr )
453            this->getControllableEntity()->setTarget( nullptr );
[6033]454
[6091]455        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]456        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]457    }
458
[6149]459    void NewHumanController::frontback(const Vector2& value)
460    {
[6173]461        this->accelerating_ = true;
[6149]462
[6173]463        //if (this->acceleration_ == 0)
[6377]464        HumanController::frontback(value);
[6149]465    }
466
[5993]467    void NewHumanController::yaw(const Vector2& value)
468    {
[6377]469        //SUPER(NewHumanController, yaw, value);
470        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]471            HumanController::yaw(value);
[6143]472
[7163]473        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
474            this->currentYaw_ = value.x;
[5979]475    }
[6055]476
[5993]477    void NewHumanController::pitch(const Vector2& value)
[5981]478    {
[6377]479        //SUPER(NewHumanController, pitch, value);
480        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]481            HumanController::pitch(value);
482
[7163]483        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
484            this->currentPitch_ = value.x;
[5981]485    }
[6091]486
[6149]487    void NewHumanController::changeMode()
488    {
[6365]489        if (NewHumanController::localController_s)
[6111]490        {
[6365]491            if (NewHumanController::localController_s->controlMode_ == 0)
492            {
[6111]493                NewHumanController::localController_s->controlMode_ = 1;
[6210]494                NewHumanController::localController_s->hideArrows();
[6365]495            }
496            else
497                NewHumanController::localController_s->controlMode_ = 0;
[6111]498        }
[6091]499    }
[6143]500
[6115]501    void NewHumanController::changedControllableEntity()
502    {
[10631]503        HumanController::changedControllableEntity(); // super
504
[6115]505        this->controlMode_ = 0;
[7859]506        this->centerCursor();
[10216]507        if (this->getControllableEntity() && ((this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || (this->getControllableEntity()->isExactlyA(ClassByString("ModularSpaceShip")))) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6236]508        {
509            this->showOverlays_ = true;
[6377]510            if (!this->controlPaused_)
[6236]511            {
512                this->showOverlays();
513                this->alignArrows();
514            }
515        }
516        else
517        {
518            this->showOverlays_ = false;
519            this->hideOverlays();
520        }
[6115]521    }
[6149]522
523    void NewHumanController::accelerate()
524    {
[6377]525        if (NewHumanController::localController_s)
[6173]526            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]527    }
528
529    void NewHumanController::decelerate()
530    {
[6377]531        if (NewHumanController::localController_s)
[6173]532            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]533    }
[6195]534
[6377]535    void NewHumanController::doResumeControl()
536    {
[6195]537        this->controlPaused_ = false;
[6377]538        if (this->showOverlays_)
[6236]539            this->showOverlays();
[6195]540    }
541
[6377]542    void NewHumanController::doPauseControl()
543    {
[6195]544        this->controlPaused_ = true;
[6236]545        this->hideOverlays();
[6195]546    }
[6210]547
[6377]548    void NewHumanController::alignArrows()
549    {
550        if (showArrows_)
551        {
[6210]552            hideArrows();
[6387]553
[6210]554            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
[6387]555
[6502]556            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
[6377]557            {
[8351]558                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]559                this->arrowsOverlay1_->show();
560            }
[6502]561            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
[6377]562            {
[8351]563                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]564                this->arrowsOverlay2_->show();
565            }
[6502]566            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
[6377]567            {
[8351]568                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]569                this->arrowsOverlay3_->show();
570            }
[6502]571            else if (distance > arrowsSize_ / 2.0f)
[6377]572            {
[8351]573                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]574                this->arrowsOverlay4_->show();
575            }
576        }
577    }
578
[6377]579    void NewHumanController::showOverlays()
580    {
581        if (!GameMode::showsGraphics())
[6320]582            return;
[6236]583        this->crossHairOverlay_->show();
584        this->centerOverlay_->show();
[6289]585
[6377]586        if (showArrows_)
587        {
[6236]588            this->arrowsOverlay1_->show();
589            this->arrowsOverlay2_->show();
590            this->arrowsOverlay3_->show();
591            this->arrowsOverlay4_->show();
592        }
593    }
594
[6377]595    void NewHumanController::hideOverlays()
596    {
597        if (!GameMode::showsGraphics())
[6320]598            return;
[6236]599        this->crossHairOverlay_->hide();
600        this->centerOverlay_->hide();
[6289]601
[6377]602        if (showDamageOverlay_)
603        {
[6310]604            this->damageOverlayTop_->hide();
605            this->damageOverlayRight_->hide();
606            this->damageOverlayBottom_->hide();
607            this->damageOverlayLeft_->hide();
608        }
609
[6236]610        this->hideArrows();
611    }
612
[6377]613    void NewHumanController::hideArrows()
614    {
615        if(!GameMode::showsGraphics())
[6320]616            return;
[6377]617        if (showArrows_)
618        {
[6210]619            this->arrowsOverlay1_->hide();
620            this->arrowsOverlay2_->hide();
621            this->arrowsOverlay3_->hide();
622            this->arrowsOverlay4_->hide();
623        }
624    }
[7163]625
626
627
628
629
[5979]630}
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