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source: code/branches/consolecommands/src/orxonox/controllers/HumanController.cc @ 6814

Last change on this file since 6814 was 6195, checked in by wirthmi, 15 years ago

More camera easing, new center overlay and pauseControl/resumeControl

  • Property svn:eol-style set to native
File size: 10.5 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/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 "overlays/Map.h"
38#include "Radar.h"
39#include "Scene.h"
40
41namespace orxonox
42{
43    SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand();
44    SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand();
45    SetConsoleCommand(HumanController, moveUpDown,    true).setAsInputCommand();
46    SetConsoleCommand(HumanController, rotateYaw,     true).setAsInputCommand();
47    SetConsoleCommand(HumanController, rotatePitch,   true).setAsInputCommand();
48    SetConsoleCommand(HumanController, rotateRoll,    true).setAsInputCommand();
49    SetConsoleCommand(HumanController, fire,          true).keybindMode(KeybindMode::OnHold);
50    SetConsoleCommand(HumanController, reload,        true);
51    SetConsoleCommand(HumanController, boost,         true).keybindMode(KeybindMode::OnHold);
52    SetConsoleCommand(HumanController, greet,         true);
53    SetConsoleCommand(HumanController, switchCamera,  true);
54    SetConsoleCommand(HumanController, mouseLook,     true);
55    SetConsoleCommand(HumanController, suicide,       true);
56    SetConsoleCommand(HumanController, addBots,       true).defaultValues(1);
57    SetConsoleCommand(HumanController, killBots,      true).defaultValues(0);
58    SetConsoleCommand(HumanController, dropItems,     true);
59    SetConsoleCommand(HumanController, useItem,       true);
60    SetConsoleCommand(HumanController, cycleNavigationFocus,   true);
61    SetConsoleCommand(HumanController, releaseNavigationFocus, true);
62
63    CreateUnloadableFactory(HumanController);
64
65    HumanController* HumanController::localController_s = 0;
66
67    HumanController::HumanController(BaseObject* creator) : Controller(creator)
68    {
69        RegisterObject(HumanController);
70
71        controlPaused_ = false;
72
73        HumanController::localController_s = this;
74    }
75
76    HumanController::~HumanController()
77    {
78        HumanController::localController_s = 0;
79    }
80
81    void HumanController::tick(float dt)
82    {
83        if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_)
84        {
85            Camera* camera = HumanController::localController_s->controllableEntity_->getCamera();
86            if (!camera)
87                COUT(3) << "HumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
88        }
89    }
90
91    void HumanController::moveFrontBack(const Vector2& value)
92    {
93        if (HumanController::localController_s)
94            HumanController::localController_s->frontback(value);
95    }
96
97    void HumanController::frontback(const Vector2& value)
98    {
99        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
100            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
101    }
102
103    void HumanController::moveRightLeft(const Vector2& value)
104    {
105        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
106            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
107    }
108
109    void HumanController::moveUpDown(const Vector2& value)
110    {
111        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
112            HumanController::localController_s->controllableEntity_->moveUpDown(value);
113    }
114
115    void HumanController::yaw(const Vector2& value)
116    {
117        //Hack to enable mouselook in map
118        if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() )
119        {
120            Map::getSingletonPtr()->rotateYaw(value);
121            return;
122        }
123        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
124            HumanController::localController_s->controllableEntity_->rotateYaw(value);
125    }
126
127    void HumanController::pitch(const Vector2& value)
128    {
129        //Hack to enable mouselook in map
130        if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() )
131        {
132            Map::getSingletonPtr()->rotatePitch(value);
133            return;
134        }
135        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
136            HumanController::localController_s->controllableEntity_->rotatePitch(value);
137    }
138
139    void HumanController::rotateYaw(const Vector2& value)
140    {
141        if (HumanController::localController_s)
142            HumanController::localController_s->yaw(value);
143    }
144
145    void HumanController::rotatePitch(const Vector2& value)
146    {
147        if (HumanController::localController_s)
148            HumanController::localController_s->pitch(value);
149    }
150
151    void HumanController::rotateRoll(const Vector2& value)
152    {
153        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
154            HumanController::localController_s->controllableEntity_->rotateRoll(value);
155    }
156
157    void HumanController::fire(unsigned int firemode)
158    {
159        if (HumanController::localController_s)
160            HumanController::localController_s->doFire(firemode);
161    }
162
163    void HumanController::doFire(unsigned int firemode)
164    {
165        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
166            HumanController::localController_s->controllableEntity_->fire(firemode);
167    }
168
169    void HumanController::reload()
170    {
171        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
172            HumanController::localController_s->controllableEntity_->reload();
173    }
174
175    void HumanController::boost()
176    {
177        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
178            HumanController::localController_s->controllableEntity_->boost();
179    }
180
181    void HumanController::greet()
182    {
183        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
184            HumanController::localController_s->controllableEntity_->greet();
185    }
186
187    void HumanController::switchCamera()
188    {
189        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
190            HumanController::localController_s->controllableEntity_->switchCamera();
191    }
192
193    void HumanController::mouseLook()
194    {
195        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
196            HumanController::localController_s->controllableEntity_->mouseLook();
197    }
198
199    void HumanController::suicide()
200    {
201        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
202        {
203            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
204            if (pawn)
205                pawn->kill();
206            else if (HumanController::localController_s->player_)
207                HumanController::localController_s->player_->stopControl();
208        }
209    }
210
211    void HumanController::useItem()
212    {
213        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
214            HumanController::localController_s->controllableEntity_->useItem();
215    }
216
217    void HumanController::addBots(unsigned int amount)
218    {
219        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
220            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
221    }
222
223    void HumanController::killBots(unsigned int amount)
224    {
225        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
226            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
227    }
228
229    void HumanController::dropItems()
230    {
231        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
232            HumanController::localController_s->controllableEntity_->dropItems();
233    }
234
235    Pawn* HumanController::getLocalControllerEntityAsPawn()
236    {
237        if (HumanController::localController_s)
238            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
239        else
240            return NULL;
241    }
242
243    void HumanController::cycleNavigationFocus()
244    {
245        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
246            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
247    }
248
249    void HumanController::releaseNavigationFocus()
250    {
251        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
252            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
253    }
254
255    void HumanController::pauseControl()
256    {
257        if (HumanController::localController_s)
258            HumanController::localController_s->doPauseControl();
259    }
260
261    void HumanController::resumeControl()
262    {
263        if (HumanController::localController_s)
264            HumanController::localController_s->doResumeControl();
265    }
266}
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