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source: code/branches/objecthierarchy2/src/orxonox/objects/controllers/HumanController.cc @ 2350

Last change on this file since 2350 was 2254, checked in by landauf, 16 years ago

Update your media repository and delete keybindings.ini if you want to use boost (space).

  • Added new class "Engine" to control the speed of a SpaceShip (Engine is an Item, MultiStateEngine is a specialized version of Engine)
  • Added FadingBillboard, a billboard with the ability to fade in and out smoothly when activated/deactivated.
  • Several changes in Backlight, it's now a child of FadingBillboard
  • Some changes concerning local control in ControllableEntity
  • Fixed a bug in WorldEntity caused by different destruction order of attached objects on server and client
  • Added a "MainState" to BaseObject. An object has several states (activity, visibility, …) and one of it can be defined as "MainState" in the XML file. Other objects can change this state without knowing which state it really is (used by MultiStateEngine).
  • Property svn:eol-style set to native
File size: 5.4 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 "OrxonoxStableHeaders.h"
30#include "HumanController.h"
31
32#include "core/CoreIncludes.h"
33#include "core/ConsoleCommand.h"
34#include "objects/worldentities/ControllableEntity.h"
35
36namespace orxonox
37{
38    SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand();
39    SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand();
40    SetConsoleCommand(HumanController, moveUpDown,    true).setAsInputCommand();
41    SetConsoleCommand(HumanController, rotateYaw,     true).setAsInputCommand();
42    SetConsoleCommand(HumanController, rotatePitch,   true).setAsInputCommand();
43    SetConsoleCommand(HumanController, rotateRoll,    true).setAsInputCommand();
44    SetConsoleCommand(HumanController, fire,          true).keybindMode(KeybindMode::OnHold);
45    SetConsoleCommand(HumanController, altFire,       true).keybindMode(KeybindMode::OnHold);
46    SetConsoleCommand(HumanController, boost,         true).keybindMode(KeybindMode::OnHold);
47    SetConsoleCommand(HumanController, greet,         true);
48    SetConsoleCommand(HumanController, use,           true);
49    SetConsoleCommand(HumanController, switchCamera,  true);
50
51    CreateUnloadableFactory(HumanController);
52
53    HumanController* HumanController::localController_s = 0;
54
55    HumanController::HumanController(BaseObject* creator) : Controller(creator)
56    {
57        RegisterObject(HumanController);
58
59        HumanController::localController_s = this;
60    }
61
62    HumanController::~HumanController()
63    {
64        HumanController::localController_s = 0;
65    }
66
67    void HumanController::moveFrontBack(const Vector2& value)
68    {
69        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
70            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
71    }
72
73    void HumanController::moveRightLeft(const Vector2& value)
74    {
75        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
76            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
77    }
78
79    void HumanController::moveUpDown(const Vector2& value)
80    {
81        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
82            HumanController::localController_s->controllableEntity_->moveUpDown(value);
83    }
84
85    void HumanController::rotateYaw(const Vector2& value)
86    {
87        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
88            HumanController::localController_s->controllableEntity_->rotateYaw(value);
89    }
90
91    void HumanController::rotatePitch(const Vector2& value)
92    {
93        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
94            HumanController::localController_s->controllableEntity_->rotatePitch(value);
95    }
96
97    void HumanController::rotateRoll(const Vector2& value)
98    {
99        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
100            HumanController::localController_s->controllableEntity_->rotateRoll(value);
101    }
102
103    void HumanController::fire()
104    {
105        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
106            HumanController::localController_s->controllableEntity_->fire();
107    }
108
109    void HumanController::altFire()
110    {
111        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
112            HumanController::localController_s->controllableEntity_->altFire();
113    }
114
115    void HumanController::boost()
116    {
117        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
118            HumanController::localController_s->controllableEntity_->boost();
119    }
120
121    void HumanController::greet()
122    {
123        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
124            HumanController::localController_s->controllableEntity_->greet();
125    }
126
127    void HumanController::use()
128    {
129        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
130            HumanController::localController_s->controllableEntity_->use();
131    }
132
133    void HumanController::switchCamera()
134    {
135        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
136            HumanController::localController_s->controllableEntity_->switchCamera();
137    }
138}
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