1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "HumanController.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "core/command/ConsoleCommand.h" |
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33 | #include "worldentities/ControllableEntity.h" |
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34 | #include "worldentities/pawns/Pawn.h" |
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35 | #include "gametypes/Gametype.h" |
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36 | #include "infos/PlayerInfo.h" |
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37 | #include "Radar.h" |
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38 | #include "Scene.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | extern const std::string __CC_fire_name = "fire"; |
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43 | extern const std::string __CC_suicide_name = "suicide"; |
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44 | const std::string __CC_boost_name = "boost"; |
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45 | |
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46 | SetConsoleCommand("HumanController", "moveFrontBack", &HumanController::moveFrontBack ).addShortcut().setAsInputCommand(); |
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47 | SetConsoleCommand("HumanController", "moveRightLeft", &HumanController::moveRightLeft ).addShortcut().setAsInputCommand(); |
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48 | SetConsoleCommand("HumanController", "moveUpDown", &HumanController::moveUpDown ).addShortcut().setAsInputCommand(); |
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49 | SetConsoleCommand("HumanController", "rotateYaw", &HumanController::rotateYaw ).addShortcut().setAsInputCommand(); |
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50 | SetConsoleCommand("HumanController", "rotatePitch", &HumanController::rotatePitch ).addShortcut().setAsInputCommand(); |
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51 | SetConsoleCommand("HumanController", "rotateRoll", &HumanController::rotateRoll ).addShortcut().setAsInputCommand(); |
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52 | SetConsoleCommand("HumanController", __CC_fire_name, &HumanController::fire ).addShortcut().keybindMode(KeybindMode::OnHold); |
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53 | SetConsoleCommand("HumanController", "reload", &HumanController::reload ).addShortcut(); |
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54 | //SetConsoleCommand("HumanController", __CC_boost_name, &HumanController::toggleBoost ).addShortcut().keybindMode(KeybindMode::OnPress); |
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55 | SetConsoleCommand("HumanController", "startBoost", &HumanController::startBoost ).addShortcut().keybindMode(KeybindMode::OnPress); |
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56 | SetConsoleCommand("HumanController", "stopBoost", &HumanController::stopBoost ).addShortcut().keybindMode(KeybindMode::OnRelease); |
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57 | SetConsoleCommand("HumanController", "greet", &HumanController::greet ).addShortcut(); |
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58 | SetConsoleCommand("HumanController", "switchCamera", &HumanController::switchCamera ).addShortcut(); |
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59 | SetConsoleCommand("HumanController", "mouseLook", &HumanController::mouseLook ).addShortcut(); |
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60 | SetConsoleCommand("HumanController", __CC_suicide_name, &HumanController::suicide ).addShortcut(); |
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61 | SetConsoleCommand("HumanController", "toggleGodMode", &HumanController::toggleGodMode ).addShortcut(); |
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62 | SetConsoleCommand("HumanController", "addBots", &HumanController::addBots ).addShortcut().defaultValues(1); |
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63 | SetConsoleCommand("HumanController", "killBots", &HumanController::killBots ).addShortcut().defaultValues(0); |
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64 | SetConsoleCommand("HumanController", "cycleNavigationFocus", &HumanController::cycleNavigationFocus).addShortcut(); |
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65 | SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut(); |
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66 | SetConsoleCommand("HumanController", "myposition", &HumanController::myposition ).addShortcut(); |
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67 | |
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68 | CreateUnloadableFactory(HumanController); |
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69 | |
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70 | HumanController* HumanController::localController_s = 0; |
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71 | |
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72 | HumanController::HumanController(BaseObject* creator) : Controller(creator) |
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73 | { |
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74 | RegisterObject(HumanController); |
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75 | |
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76 | controlPaused_ = false; |
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77 | this->boosting_ = false; |
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78 | |
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79 | HumanController::localController_s = this; |
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80 | } |
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81 | |
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82 | HumanController::~HumanController() |
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83 | { |
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84 | HumanController::localController_s = 0; |
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85 | } |
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86 | |
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87 | void HumanController::tick(float dt) |
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88 | { |
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89 | if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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90 | { |
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91 | Camera* camera = HumanController::localController_s->controllableEntity_->getCamera(); |
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92 | if (!camera) |
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93 | COUT(3) << "HumanController, Warning: Using a ControllableEntity without Camera" << std::endl; |
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94 | } |
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95 | } |
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96 | |
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97 | void HumanController::moveFrontBack(const Vector2& value) |
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98 | { |
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99 | if (HumanController::localController_s) |
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100 | HumanController::localController_s->frontback(value); |
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101 | } |
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102 | |
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103 | void HumanController::frontback(const Vector2& value) |
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104 | { |
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105 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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106 | HumanController::localController_s->controllableEntity_->moveFrontBack(value); |
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107 | } |
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108 | |
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109 | void HumanController::moveRightLeft(const Vector2& value) |
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110 | { |
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111 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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112 | HumanController::localController_s->controllableEntity_->moveRightLeft(value); |
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113 | } |
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114 | |
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115 | void HumanController::moveUpDown(const Vector2& value) |
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116 | { |
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117 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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118 | HumanController::localController_s->controllableEntity_->moveUpDown(value); |
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119 | } |
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120 | |
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121 | void HumanController::yaw(const Vector2& value) |
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122 | { |
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123 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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124 | HumanController::localController_s->controllableEntity_->rotateYaw(value); |
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125 | } |
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126 | |
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127 | void HumanController::pitch(const Vector2& value) |
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128 | { |
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129 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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130 | HumanController::localController_s->controllableEntity_->rotatePitch(value); |
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131 | } |
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132 | |
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133 | void HumanController::rotateYaw(const Vector2& value) |
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134 | { |
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135 | if (HumanController::localController_s) |
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136 | HumanController::localController_s->yaw(value); |
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137 | } |
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138 | |
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139 | void HumanController::rotatePitch(const Vector2& value) |
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140 | { |
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141 | if (HumanController::localController_s) |
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142 | HumanController::localController_s->pitch(value); |
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143 | } |
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144 | |
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145 | void HumanController::rotateRoll(const Vector2& value) |
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146 | { |
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147 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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148 | HumanController::localController_s->controllableEntity_->rotateRoll(value); |
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149 | } |
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150 | |
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151 | void HumanController::fire(unsigned int firemode) |
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152 | { |
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153 | if (HumanController::localController_s) |
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154 | HumanController::localController_s->doFire(firemode); |
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155 | } |
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156 | |
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157 | void HumanController::doFire(unsigned int firemode) |
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158 | { |
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159 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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160 | HumanController::localController_s->controllableEntity_->fire(firemode); |
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161 | } |
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162 | |
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163 | void HumanController::reload() |
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164 | { |
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165 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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166 | HumanController::localController_s->controllableEntity_->reload(); |
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167 | } |
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168 | |
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169 | /** |
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170 | @brief |
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171 | Static method,toggles boosting. |
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172 | */ |
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173 | /*static*/ void HumanController::toggleBoost() |
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174 | { |
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175 | COUT(0) << "Toggling boost!"; |
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176 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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177 | HumanController::localController_s->toggleBoosting(); |
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178 | } |
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179 | |
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180 | /** |
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181 | @brief |
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182 | Toggles the boosting mode. |
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183 | Changes the keybind mode of the boost console command and tells the ControllableEntity to boost (or not boost anymore). |
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184 | */ |
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185 | void HumanController::toggleBoosting(void) |
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186 | { |
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187 | /* |
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188 | this->boosting_ = !this->boosting_; |
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189 | |
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190 | // The keybind mode of the boosting console command is onRelease if in boosting mode and onPress of not in boosting mode. |
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191 | if(this->boosting_) |
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192 | ModifyConsoleCommand(__CC_boost_name).keybindMode(KeybindMode::OnRelease); |
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193 | else |
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194 | ModifyConsoleCommand(__CC_boost_name).keybindMode(KeybindMode::OnPress); |
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195 | |
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196 | this->controllableEntity_->boost(this->boosting_);*/ |
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197 | } |
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198 | |
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199 | void HumanController::startBoost() |
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200 | { |
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201 | COUT(0) << "Starting boost" << std::endl; |
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202 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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203 | HumanController::localController_s->setBoost(true); |
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204 | } |
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205 | |
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206 | void HumanController::stopBoost() |
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207 | { |
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208 | COUT(0) << "Stopping boost" << std::endl; |
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209 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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210 | HumanController::localController_s->setBoost(false); |
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211 | } |
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212 | |
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213 | void HumanController::setBoost(bool bBoost) |
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214 | { |
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215 | this->controllableEntity_->boost(bBoost); |
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216 | } |
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217 | |
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218 | void HumanController::greet() |
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219 | { |
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220 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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221 | HumanController::localController_s->controllableEntity_->greet(); |
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222 | } |
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223 | |
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224 | void HumanController::switchCamera() |
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225 | { |
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226 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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227 | HumanController::localController_s->controllableEntity_->switchCamera(); |
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228 | } |
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229 | |
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230 | void HumanController::mouseLook() |
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231 | { |
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232 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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233 | HumanController::localController_s->controllableEntity_->mouseLook(); |
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234 | } |
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235 | |
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236 | void HumanController::suicide() |
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237 | { |
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238 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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239 | { |
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240 | Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_); |
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241 | if (pawn) |
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242 | pawn->kill(); |
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243 | else if (HumanController::localController_s->player_) |
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244 | HumanController::localController_s->player_->stopControl(); |
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245 | } |
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246 | } |
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247 | |
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248 | void HumanController::toggleGodMode() |
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249 | { |
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250 | if (HumanController::localController_s) |
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251 | HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode()); |
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252 | } |
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253 | |
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254 | void HumanController::myposition() |
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255 | { |
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256 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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257 | { |
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258 | const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition(); |
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259 | const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation(); |
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260 | |
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261 | COUT(0) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" "; |
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262 | COUT(0) << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << std::endl; |
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263 | } |
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264 | } |
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265 | |
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266 | void HumanController::addBots(unsigned int amount) |
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267 | { |
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268 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype()) |
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269 | HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount); |
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270 | } |
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271 | |
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272 | void HumanController::killBots(unsigned int amount) |
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273 | { |
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274 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype()) |
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275 | HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount); |
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276 | } |
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277 | |
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278 | Pawn* HumanController::getLocalControllerEntityAsPawn() |
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279 | { |
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280 | if (HumanController::localController_s) |
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281 | return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity()); |
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282 | else |
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283 | return NULL; |
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284 | } |
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285 | |
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286 | void HumanController::cycleNavigationFocus() |
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287 | { |
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288 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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289 | HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus(); |
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290 | } |
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291 | |
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292 | void HumanController::releaseNavigationFocus() |
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293 | { |
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294 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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295 | HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus(); |
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296 | } |
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297 | |
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298 | void HumanController::pauseControl() |
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299 | { |
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300 | if (HumanController::localController_s) |
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301 | HumanController::localController_s->doPauseControl(); |
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302 | } |
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303 | |
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304 | void HumanController::resumeControl() |
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305 | { |
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306 | if (HumanController::localController_s) |
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307 | HumanController::localController_s->doResumeControl(); |
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308 | } |
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309 | } |
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