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source: code/branches/doc/src/orxonox/controllers/HumanController.cc @ 7308

Last change on this file since 7308 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • Property svn:eol-style set to native
File size: 11.2 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    SetConsoleCommand("HumanController", "moveFrontBack",          &HumanController::moveFrontBack ).addShortcut().setAsInputCommand();
43    SetConsoleCommand("HumanController", "moveRightLeft",          &HumanController::moveRightLeft ).addShortcut().setAsInputCommand();
44    SetConsoleCommand("HumanController", "moveUpDown",             &HumanController::moveUpDown    ).addShortcut().setAsInputCommand();
45    SetConsoleCommand("HumanController", "rotateYaw",              &HumanController::rotateYaw     ).addShortcut().setAsInputCommand();
46    SetConsoleCommand("HumanController", "rotatePitch",            &HumanController::rotatePitch   ).addShortcut().setAsInputCommand();
47    SetConsoleCommand("HumanController", "rotateRoll",             &HumanController::rotateRoll    ).addShortcut().setAsInputCommand();
48    SetConsoleCommand("HumanController", "fire",                   &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
49    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
50    SetConsoleCommand("HumanController", "boost",                  &HumanController::boost         ).addShortcut().keybindMode(KeybindMode::OnHold);
51    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
52    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
53    SetConsoleCommand("HumanController", "mouseLook",              &HumanController::mouseLook     ).addShortcut();
54    SetConsoleCommand("HumanController", "suicide",                &HumanController::suicide       ).addShortcut();
55    SetConsoleCommand("HumanController", "toggleGodMode",          &HumanController::toggleGodMode ).addShortcut();
56    SetConsoleCommand("HumanController", "addBots",                &HumanController::addBots       ).addShortcut().defaultValues(1);
57    SetConsoleCommand("HumanController", "killBots",               &HumanController::killBots      ).addShortcut().defaultValues(0);
58    SetConsoleCommand("HumanController", "dropItems",              &HumanController::dropItems     ).addShortcut();
59    SetConsoleCommand("HumanController", "useItem",                &HumanController::useItem       ).addShortcut();
60    SetConsoleCommand("HumanController", "cycleNavigationFocus",   &HumanController::cycleNavigationFocus).addShortcut();
61    SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut();
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        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
118            HumanController::localController_s->controllableEntity_->rotateYaw(value);
119    }
120
121    void HumanController::pitch(const Vector2& value)
122    {
123        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
124            HumanController::localController_s->controllableEntity_->rotatePitch(value);
125    }
126
127    void HumanController::rotateYaw(const Vector2& value)
128    {
129        if (HumanController::localController_s)
130            HumanController::localController_s->yaw(value);
131    }
132
133    void HumanController::rotatePitch(const Vector2& value)
134    {
135        if (HumanController::localController_s)
136            HumanController::localController_s->pitch(value);
137    }
138
139    void HumanController::rotateRoll(const Vector2& value)
140    {
141        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
142            HumanController::localController_s->controllableEntity_->rotateRoll(value);
143    }
144
145    void HumanController::fire(unsigned int firemode)
146    {
147        if (HumanController::localController_s)
148            HumanController::localController_s->doFire(firemode);
149    }
150
151    void HumanController::doFire(unsigned int firemode)
152    {
153        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
154            HumanController::localController_s->controllableEntity_->fire(firemode);
155    }
156
157    void HumanController::reload()
158    {
159        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
160            HumanController::localController_s->controllableEntity_->reload();
161    }
162
163    void HumanController::boost()
164    {
165        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
166            HumanController::localController_s->controllableEntity_->boost();
167    }
168
169    void HumanController::greet()
170    {
171        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
172            HumanController::localController_s->controllableEntity_->greet();
173    }
174
175    void HumanController::switchCamera()
176    {
177        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
178            HumanController::localController_s->controllableEntity_->switchCamera();
179    }
180
181    void HumanController::mouseLook()
182    {
183        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
184            HumanController::localController_s->controllableEntity_->mouseLook();
185    }
186
187    void HumanController::suicide()
188    {
189        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
190        {
191            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
192            if (pawn)
193                pawn->kill();
194            else if (HumanController::localController_s->player_)
195                HumanController::localController_s->player_->stopControl();
196        }
197    }
198
199    void HumanController::toggleGodMode()
200    {
201        HumanController::getLocalControllerSingleton()->setGodMode( !HumanController::getLocalControllerSingleton()->getGodMode() );
202    }
203
204    void HumanController::useItem()
205    {
206        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
207            HumanController::localController_s->controllableEntity_->useItem();
208    }
209
210    void HumanController::addBots(unsigned int amount)
211    {
212        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
213            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
214    }
215
216    void HumanController::killBots(unsigned int amount)
217    {
218        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
219            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
220    }
221
222    void HumanController::dropItems()
223    {
224        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
225            HumanController::localController_s->controllableEntity_->dropItems();
226    }
227
228    Pawn* HumanController::getLocalControllerEntityAsPawn()
229    {
230        if (HumanController::localController_s)
231            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
232        else
233            return NULL;
234    }
235
236    void HumanController::cycleNavigationFocus()
237    {
238        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
239            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
240    }
241
242    void HumanController::releaseNavigationFocus()
243    {
244        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
245            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
246    }
247
248    void HumanController::pauseControl()
249    {
250        if (HumanController::localController_s)
251            HumanController::localController_s->doPauseControl();
252    }
253
254    void HumanController::resumeControl()
255    {
256        if (HumanController::localController_s)
257            HumanController::localController_s->doResumeControl();
258    }
259}
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