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source: code/branches/particles2/src/orxonox/controllers/HumanController.cc @ 6082

Last change on this file since 6082 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 9.7 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 "graphics/Camera.h"
39#include "sound/SoundManager.h"
40#include "Radar.h"
41#include "Scene.h"
42
43namespace orxonox
44{
45    SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand();
46    SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand();
47    SetConsoleCommand(HumanController, moveUpDown,    true).setAsInputCommand();
48    SetConsoleCommand(HumanController, rotateYaw,     true).setAsInputCommand();
49    SetConsoleCommand(HumanController, rotatePitch,   true).setAsInputCommand();
50    SetConsoleCommand(HumanController, rotateRoll,    true).setAsInputCommand();
51    SetConsoleCommand(HumanController, fire,          true).keybindMode(KeybindMode::OnHold);
52    SetConsoleCommand(HumanController, reload,        true);
53    SetConsoleCommand(HumanController, boost,         true).keybindMode(KeybindMode::OnHold);
54    SetConsoleCommand(HumanController, greet,         true);
55    SetConsoleCommand(HumanController, switchCamera,  true);
56    SetConsoleCommand(HumanController, mouseLook,     true);
57    SetConsoleCommand(HumanController, suicide,       true);
58    SetConsoleCommand(HumanController, addBots,       true).defaultValues(1);
59    SetConsoleCommand(HumanController, killBots,      true).defaultValues(0);
60    SetConsoleCommand(HumanController, dropItems,     true);
61    SetConsoleCommand(HumanController, useItem,       true);
62    SetConsoleCommand(HumanController, cycleNavigationFocus,   true);
63    SetConsoleCommand(HumanController, releaseNavigationFocus, true);
64
65    CreateUnloadableFactory(HumanController);
66
67    HumanController* HumanController::localController_s = 0;
68
69    HumanController::HumanController(BaseObject* creator) : Controller(creator)
70    {
71        RegisterObject(HumanController);
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            // Update sound listener
86            Camera* camera = HumanController::localController_s->controllableEntity_->getCamera();
87            if (camera)
88            {
89                SoundManager::getInstance().setListenerPosition(camera->getWorldPosition());
90                SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation());
91            }
92            else
93                COUT(3) << "HumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
94        }
95    }
96
97    void HumanController::moveFrontBack(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::rotateYaw(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::rotatePitch(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::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 && HumanController::localController_s->controllableEntity_)
148            HumanController::localController_s->controllableEntity_->fire(firemode);
149    }
150
151    void HumanController::reload()
152    {
153        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
154            HumanController::localController_s->controllableEntity_->reload();
155    }
156
157    void HumanController::boost()
158    {
159        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
160            HumanController::localController_s->controllableEntity_->boost();
161    }
162
163    void HumanController::greet()
164    {
165        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
166            HumanController::localController_s->controllableEntity_->greet();
167    }
168
169    void HumanController::switchCamera()
170    {
171        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
172            HumanController::localController_s->controllableEntity_->switchCamera();
173    }
174
175    void HumanController::mouseLook()
176    {
177        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
178            HumanController::localController_s->controllableEntity_->mouseLook();
179    }
180
181    void HumanController::suicide()
182    {
183        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
184        {
185            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
186            if (pawn)
187                pawn->kill();
188            else if (HumanController::localController_s->player_)
189                HumanController::localController_s->player_->stopControl();
190        }
191    }
192
193    void HumanController::useItem()
194    {
195        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
196            HumanController::localController_s->controllableEntity_->useItem();
197    }
198
199    void HumanController::addBots(unsigned int amount)
200    {
201        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
202            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
203    }
204
205    void HumanController::killBots(unsigned int amount)
206    {
207        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
208            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
209    }
210
211    void HumanController::dropItems()
212    {
213        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
214            HumanController::localController_s->controllableEntity_->dropItems();
215    }
216
217    Pawn* HumanController::getLocalControllerEntityAsPawn()
218    {
219        if (HumanController::localController_s)
220            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
221        else
222            return NULL;
223    }
224
225    void HumanController::cycleNavigationFocus()
226    {
227        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
228            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
229    }
230
231    void HumanController::releaseNavigationFocus()
232    {
233        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
234            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
235    }
236}
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