/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * Reto Grieder * */ #ifndef _ControllableEntity_H__ #define _ControllableEntity_H__ #include "OrxonoxPrereqs.h" #include #include #include "util/Math.h" #include "MobileEntity.h" namespace orxonox { class _OrxonoxExport ControllableEntity : public MobileEntity { friend class PlayerInfo; // PlayerInfo uses setPlayer and removePlayer public: ControllableEntity(BaseObject* creator); virtual ~ControllableEntity(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void tick(float dt); void registerVariables(); void setConfigValues(); virtual void changedPlayer() {} inline PlayerInfo* getPlayer() const { return this->player_; } inline void setDestroyWhenPlayerLeft(bool bDestroy) { this->bDestroyWhenPlayerLeft_ = bDestroy; } inline bool getDestroyWhenPlayerLeft() const { return this->bDestroyWhenPlayerLeft_; } virtual void moveFrontBack(const Vector2& value) {} virtual void moveRightLeft(const Vector2& value) {} virtual void moveUpDown(const Vector2& value) {} virtual void rotateYaw(const Vector2& value); virtual void rotatePitch(const Vector2& value); virtual void rotateRoll(const Vector2& value); inline void moveFrontBack(float value) { this->moveFrontBack(Vector2(value, 0)); } inline void moveRightLeft(float value) { this->moveRightLeft(Vector2(value, 0)); } inline void moveUpDown(float value) { this->moveUpDown(Vector2(value, 0)); } inline void rotateYaw(float value) { this->rotateYaw(Vector2(value, 0)); } inline void rotatePitch(float value) { this->rotatePitch(Vector2(value, 0)); } inline void rotateRoll(float value) { this->rotateRoll(Vector2(value, 0)); } void fire(unsigned int firemode); virtual void fired(unsigned int firemode) {} virtual void reload() {} virtual void boost() {} virtual void greet() {} virtual void useItem() {} virtual void dropItems() {} virtual void switchCamera(); virtual void mouseLook(); inline const std::string& getHudTemplate() const { return this->hudtemplate_; } inline Camera* getCamera() const { return this->camera_; } inline OverlayGroup* getHUD() const { return this->hud_; } void addCameraPosition(CameraPosition* position); CameraPosition* getCameraPosition(unsigned int index) const; inline const std::list >& getCameraPositions() const { return this->cameraPositions_; } inline void setCameraPositionTemplate(const std::string& name) { this->cameraPositionTemplate_ = name; } inline const std::string& getCameraPositionTemkplate() const { return this->cameraPositionTemplate_; } inline void setReverseCamera(CameraPosition* camera) { this->reverseCamera_ = camera; } inline CameraPosition* getReverseCamera() const { return this->reverseCamera_; } using WorldEntity::setPosition; using WorldEntity::setOrientation; using MobileEntity::setVelocity; using MobileEntity::setAngularVelocity; void setPosition(const Vector3& position); void setOrientation(const Quaternion& orientation); void setVelocity(const Vector3& velocity); void setAngularVelocity(const Vector3& velocity); inline bool hasLocalController() const { return this->bHasLocalController_; } inline bool hasHumanController() const { return this->bHasHumanController_; } inline bool isInMouseLook() const { return this->bMouseLook_; } inline float getMouseLookSpeed() const { return this->mouseLookSpeed_; } inline Controller* getXMLController() const { return this->xmlcontroller_; } inline Controller* getController() const { return this->controller_; } inline void setController(Controller* val) { this->controller_ = val; } virtual void setTarget( WorldEntity* target ); virtual WorldEntity* getTarget() { return this->target_.get(); } void setTargetInternal( uint32_t targetID ); protected: virtual void setPlayer(PlayerInfo* player); // don't call this directly, use friend class PlayerInfo instead virtual void removePlayer(); // don't call this directly, use friend class PlayerInfo instead virtual void startLocalHumanControl(); virtual void stopLocalHumanControl(); virtual void parentChanged(); inline void setHudTemplate(const std::string& name) { this->hudtemplate_ = name; } Ogre::SceneNode* cameraPositionRootNode_; private: void setXMLController(Controller* controller); void overwrite(); void processOverwrite(); void processServerPosition(); void processServerLinearVelocity(); void processServerOrientation(); void processServerAngularVelocity(); void processClientPosition(); void processClientLinearVelocity(); void processClientOrientation(); void processClientAngularVelocity(); void networkcallback_changedplayerID(); // Bullet btMotionState related void setWorldTransform(const btTransform& worldTrans); unsigned int server_overwrite_; unsigned int client_overwrite_; bool bHasLocalController_; bool bHasHumanController_; bool bDestroyWhenPlayerLeft_; Vector3 server_position_; Vector3 client_position_; Vector3 server_linear_velocity_; Vector3 client_linear_velocity_; Quaternion server_orientation_; Quaternion client_orientation_; Vector3 server_angular_velocity_; Vector3 client_angular_velocity_; PlayerInfo* player_; unsigned int playerID_; std::string hudtemplate_; OverlayGroup* hud_; Camera* camera_; bool bMouseLook_; float mouseLookSpeed_; std::list > cameraPositions_; CameraPosition* currentCameraPosition_; std::string cameraPositionTemplate_; Controller* xmlcontroller_; Controller* controller_; CameraPosition* reverseCamera_; WeakPtr target_; }; } #endif /* _ControllableEntity_H__ */