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source: code/branches/sagerjFS16/src/orxonox/controllers/HumanController.cc @ 11186

Last change on this file since 11186 was 11174, checked in by sagerj, 9 years ago

everything beneath weaponmode changed to push/release - wm modified only need to implement timer/ticker

  • Property svn:eol-style set to native
File size: 15.2 KB
RevLine 
[2072]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"
[10624]32#include "core/command/ConsoleCommandIncludes.h"
[5735]33#include "worldentities/ControllableEntity.h"
34#include "worldentities/pawns/Pawn.h"
35#include "gametypes/Gametype.h"
36#include "infos/PlayerInfo.h"
[5929]37#include "Radar.h"
38#include "Scene.h"
[2072]39
40namespace orxonox
41{
[11174]42    extern const std::string __CC_push_name = "push";
[7863]43    extern const std::string __CC_suicide_name = "suicide";
[11153]44    extern const std::string __CC_release_name = "release";
[7862]45
[7284]46    SetConsoleCommand("HumanController", "moveFrontBack",          &HumanController::moveFrontBack ).addShortcut().setAsInputCommand();
47    SetConsoleCommand("HumanController", "moveRightLeft",          &HumanController::moveRightLeft ).addShortcut().setAsInputCommand();
48    SetConsoleCommand("HumanController", "moveUpDown",             &HumanController::moveUpDown    ).addShortcut().setAsInputCommand();
49    SetConsoleCommand("HumanController", "rotateYaw",              &HumanController::rotateYaw     ).addShortcut().setAsInputCommand();
50    SetConsoleCommand("HumanController", "rotatePitch",            &HumanController::rotatePitch   ).addShortcut().setAsInputCommand();
51    SetConsoleCommand("HumanController", "rotateRoll",             &HumanController::rotateRoll    ).addShortcut().setAsInputCommand();
[9016]52    SetConsoleCommand("HumanController", "toggleFormationFlight",  &HumanController::toggleFormationFlight).addShortcut().keybindMode(KeybindMode::OnPress);
[9979]53    SetConsoleCommand("HumanController", "FFChangeMode",           &HumanController::FFChangeMode).addShortcut().keybindMode(KeybindMode::OnPress);
[11174]54    SetConsoleCommand("HumanController", __CC_push_name,           &HumanController::push          ).addShortcut().keybindMode(KeybindMode::OnHold);
[11153]55    SetConsoleCommand("HumanController", __CC_release_name,        &HumanController::release       ).addShortcut().keybindMode(KeybindMode::OnRelease);
[7284]56    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
[9979]57    SetConsoleCommand("HumanController", "boost",                  &HumanController::boost         ).addShortcut().setAsInputCommand().keybindMode(KeybindMode::OnPressAndRelease);
[7284]58    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
59    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
60    SetConsoleCommand("HumanController", "mouseLook",              &HumanController::mouseLook     ).addShortcut();
[7863]61    SetConsoleCommand("HumanController", __CC_suicide_name,        &HumanController::suicide       ).addShortcut();
[7284]62    SetConsoleCommand("HumanController", "toggleGodMode",          &HumanController::toggleGodMode ).addShortcut();
63    SetConsoleCommand("HumanController", "cycleNavigationFocus",   &HumanController::cycleNavigationFocus).addShortcut();
64    SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut();
[8079]65    SetConsoleCommand("HumanController", "myposition",             &HumanController::myposition    ).addShortcut();
[2072]66
[9667]67    RegisterUnloadableClass(HumanController);
[2072]68
[11071]69    HumanController* HumanController::localController_s = nullptr;
[2072]70
[9667]71    HumanController::HumanController(Context* context) : FormationController(context)
[2072]72    {
73        RegisterObject(HumanController);
74
[8706]75        this->controlPaused_ = false;
[2072]76        HumanController::localController_s = this;
77    }
78
79    HumanController::~HumanController()
80    {
[9256]81        if (HumanController::localController_s)
[9016]82        {
83            HumanController::localController_s->removeFromFormation();
84        }
[11071]85        HumanController::localController_s = nullptr;
[2072]86    }
87
[5929]88    void HumanController::tick(float dt)
89    {
90        if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_)
91        {
92            Camera* camera = HumanController::localController_s->controllableEntity_->getCamera();
[6417]93            if (!camera)
[8858]94                orxout(internal_warning) << "HumanController, Warning: Using a ControllableEntity without Camera" << endl;
[5929]95        }
[9016]96
97        // commandslaves when Master of a formation
[9625]98        if (HumanController::localController_s && HumanController::localController_s->state_==MASTER && FormationController::slaves_.size() > 0)
[9016]99        {
100            if (HumanController::localController_s->formationMode_ != ATTACK)
101                HumanController::localController_s->commandSlaves();
102        }
[5929]103    }
104
[2072]105    void HumanController::moveFrontBack(const Vector2& value)
106    {
[6417]107        if (HumanController::localController_s)
108            HumanController::localController_s->frontback(value);
109    }
110
111    void HumanController::frontback(const Vector2& value)
112    {
[2072]113        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
114            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
115    }
116
117    void HumanController::moveRightLeft(const Vector2& value)
118    {
119        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
120            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
121    }
122
123    void HumanController::moveUpDown(const Vector2& value)
124    {
125        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
126            HumanController::localController_s->controllableEntity_->moveUpDown(value);
127    }
128
[6417]129    void HumanController::yaw(const Vector2& value)
[2072]130    {
131        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
132            HumanController::localController_s->controllableEntity_->rotateYaw(value);
133    }
134
[6417]135    void HumanController::pitch(const Vector2& value)
[2072]136    {
137        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
138            HumanController::localController_s->controllableEntity_->rotatePitch(value);
139    }
140
[6417]141    void HumanController::rotateYaw(const Vector2& value)
142    {
143        if (HumanController::localController_s)
144            HumanController::localController_s->yaw(value);
145    }
146
147    void HumanController::rotatePitch(const Vector2& value)
148    {
149        if (HumanController::localController_s)
150            HumanController::localController_s->pitch(value);
151    }
152
[2072]153    void HumanController::rotateRoll(const Vector2& value)
154    {
155        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
156            HumanController::localController_s->controllableEntity_->rotateRoll(value);
157    }
158
[11174]159    void HumanController::push(unsigned int firemode)
[2072]160    {
[6417]161        if (HumanController::localController_s)
[11174]162            HumanController::localController_s->doPush(firemode);
[6417]163    }
164
[11174]165    void HumanController::doPush(unsigned int firemode)
[6417]166    {
[2072]167        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
[9016]168        {
[11174]169            HumanController::localController_s->controllableEntity_->push(firemode);
[9016]170            //if human fires, set slaves free. See FormationController::forceFreeSlaves()
171            if (HumanController::localController_s->state_==MASTER && HumanController::localController_s->formationMode_ == NORMAL)
172            {
173                HumanController::localController_s->forceFreeSlaves();
174            }
175        }
[2072]176    }
177
[11153]178    void HumanController::release(unsigned int firemode)
179    {
180        if (HumanController::localController_s)
181            HumanController::localController_s->doRelease(firemode);
182    }
183
184    void HumanController::doRelease(unsigned int firemode)
185    {
186        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
187        {
188            HumanController::localController_s->controllableEntity_->release(firemode);
189            //if human releases, set slaves free. See FormationController::forceFreeSlaves()
190            if (HumanController::localController_s->state_==MASTER && HumanController::localController_s->formationMode_ == NORMAL)
191            {
192                HumanController::localController_s->forceFreeSlaves();
193            }
194        }
195    }
196
[3053]197    void HumanController::reload()
[2072]198    {
199        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
[3053]200            HumanController::localController_s->controllableEntity_->reload();
[2072]201    }
202
[8706]203    /**
204    @brief
[9979]205        Static method, controls boosting.
[8706]206    */
[9979]207    /*static*/ void HumanController::boost(const Vector2& value)
[2662]208    {
209        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
[9979]210        {
211            float abs = value.x;
212            if (abs > 0)
213                HumanController::localController_s->startBoosting();
214            else
215                HumanController::localController_s->stopBoosting();
216        }
[2662]217    }
[9256]218
[8706]219    /**
220    @brief
[9979]221        Starts the boosting mode.
[11052]222        Resets the boosting timeout and tells the ControllableEntity to boost (or not boost anymore).
[8706]223    */
[9979]224    void HumanController::startBoosting(void)
[8706]225    {
[9979]226        if(this->controllableEntity_)
227            this->controllableEntity_->boost(true);
[8706]228    }
[2662]229
[8706]230    /**
231    @brief
[9979]232        Stops the boosting mode.
[8706]233    */
[9979]234    void HumanController::stopBoosting(void)
[8706]235    {
[9016]236        if(this->controllableEntity_)
[9979]237            this->controllableEntity_->boost(false);
[8706]238    }
239
[2072]240    void HumanController::greet()
241    {
242        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
243            HumanController::localController_s->controllableEntity_->greet();
244    }
245
246    void HumanController::switchCamera()
247    {
248        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
249            HumanController::localController_s->controllableEntity_->switchCamera();
250    }
[2662]251
252    void HumanController::mouseLook()
253    {
254        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
255            HumanController::localController_s->controllableEntity_->mouseLook();
256    }
257
258    void HumanController::suicide()
259    {
260        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
261        {
[3325]262            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
[2662]263            if (pawn)
264                pawn->kill();
[2872]265            else if (HumanController::localController_s->player_)
[3038]266                HumanController::localController_s->player_->stopControl();
[2662]267        }
268    }
269
[6417]270    void HumanController::toggleGodMode()
271    {
[8079]272        if (HumanController::localController_s)
273            HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode());
[6417]274    }
275
[8079]276    void HumanController::myposition()
277    {
278        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
279        {
280            const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition();
281            const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation();
282
[8858]283            orxout(message) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" "
284                            << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << endl;
[8079]285        }
286    }
287
[9016]288    /**
289    @brief
290       toggle the formation. Not usable, if formationflight is disabled generally (formationFlight_)
291    */
292    void HumanController::toggleFormationFlight()
293    {
294        if (HumanController::localController_s)
295        {
296            if (!HumanController::localController_s->formationFlight_)
297            {
298                return; //dont use when formationFlight is disabled
299            }
300            if (HumanController::localController_s->state_==MASTER)
301            {
302                HumanController::localController_s->loseMasterState();
303                orxout(message) <<"FormationFlight disabled "<< endl;
304            } else //SLAVE or FREE
305            {
306                HumanController::localController_s->takeLeadOfFormation();
307                orxout(message) <<"FormationFlight enabled "<< endl;
308            }
[9256]309
[9016]310        }
311
312    }
313
314    /**
315    @brief
316       Switch through the different Modes of formationflight. You must be a master of a formation to use.
317    */
318    void HumanController::FFChangeMode()
319    {
320        if (HumanController::localController_s && HumanController::localController_s->state_==MASTER)
321        {
322            switch (HumanController::localController_s->getFormationMode()) {
323                case NORMAL:
324                    HumanController::localController_s->setFormationMode(DEFEND);
325                    orxout(message) <<"Mode: DEFEND "<< endl;
326                    break;
327                case DEFEND:
328                    HumanController::localController_s->setFormationMode(ATTACK);
329                    orxout(message) <<"Mode: ATTACK "<< endl;
330                    break;
331                case ATTACK:
332                    HumanController::localController_s->setFormationMode(NORMAL);
333                    orxout(message) <<"Mode: NORMAL "<< endl;
334                    break;
335            }
336        }
337    }
338
[3196]339    Pawn* HumanController::getLocalControllerEntityAsPawn()
340    {
341        if (HumanController::localController_s)
[3325]342            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
[3196]343        else
[11071]344            return nullptr;
[3196]345    }
[5929]346
347    void HumanController::cycleNavigationFocus()
348    {
349        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
350            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
351    }
352
353    void HumanController::releaseNavigationFocus()
354    {
355        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
356            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
357    }
[6417]358
359    void HumanController::pauseControl()
360    {
361        if (HumanController::localController_s)
362            HumanController::localController_s->doPauseControl();
363    }
364
365    void HumanController::resumeControl()
366    {
367        if (HumanController::localController_s)
368            HumanController::localController_s->doResumeControl();
369    }
[2072]370}
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