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/ConsoleCommandIncludes.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 | extern const std::string __CC_release_name = "release"; |
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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", "toggleFormationFlight", &HumanController::toggleFormationFlight).addShortcut().keybindMode(KeybindMode::OnPress); |
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53 | SetConsoleCommand("HumanController", "FFChangeMode", &HumanController::FFChangeMode).addShortcut().keybindMode(KeybindMode::OnPress); |
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54 | SetConsoleCommand("HumanController", __CC_fire_name, &HumanController::fire ).addShortcut().keybindMode(KeybindMode::OnHold); |
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55 | SetConsoleCommand("HumanController", __CC_release_name, &HumanController::release ).addShortcut().keybindMode(KeybindMode::OnRelease); |
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56 | SetConsoleCommand("HumanController", "reload", &HumanController::reload ).addShortcut(); |
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57 | SetConsoleCommand("HumanController", "boost", &HumanController::boost ).addShortcut().setAsInputCommand().keybindMode(KeybindMode::OnPressAndRelease); |
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58 | SetConsoleCommand("HumanController", "greet", &HumanController::greet ).addShortcut(); |
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59 | SetConsoleCommand("HumanController", "switchCamera", &HumanController::switchCamera ).addShortcut(); |
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60 | SetConsoleCommand("HumanController", "mouseLook", &HumanController::mouseLook ).addShortcut(); |
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61 | SetConsoleCommand("HumanController", __CC_suicide_name, &HumanController::suicide ).addShortcut(); |
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62 | SetConsoleCommand("HumanController", "toggleGodMode", &HumanController::toggleGodMode ).addShortcut(); |
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63 | SetConsoleCommand("HumanController", "cycleNavigationFocus", &HumanController::cycleNavigationFocus).addShortcut(); |
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64 | SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut(); |
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65 | SetConsoleCommand("HumanController", "myposition", &HumanController::myposition ).addShortcut(); |
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66 | |
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67 | RegisterUnloadableClass(HumanController); |
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68 | |
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69 | HumanController* HumanController::localController_s = nullptr; |
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70 | |
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71 | HumanController::HumanController(Context* context) : FormationController(context) |
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72 | { |
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73 | RegisterObject(HumanController); |
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74 | |
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75 | this->controlPaused_ = false; |
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76 | HumanController::localController_s = this; |
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77 | } |
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78 | |
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79 | HumanController::~HumanController() |
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80 | { |
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81 | if (HumanController::localController_s) |
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82 | { |
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83 | HumanController::localController_s->removeFromFormation(); |
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84 | } |
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85 | HumanController::localController_s = nullptr; |
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86 | } |
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87 | |
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88 | void HumanController::tick(float dt) |
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89 | { |
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90 | if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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91 | { |
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92 | Camera* camera = HumanController::localController_s->controllableEntity_->getCamera(); |
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93 | if (!camera) |
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94 | orxout(internal_warning) << "HumanController, Warning: Using a ControllableEntity without Camera" << endl; |
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95 | } |
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96 | |
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97 | // commandslaves when Master of a formation |
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98 | if (HumanController::localController_s && HumanController::localController_s->state_==MASTER && FormationController::slaves_.size() > 0) |
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99 | { |
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100 | if (HumanController::localController_s->formationMode_ != ATTACK) |
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101 | HumanController::localController_s->commandSlaves(); |
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102 | } |
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103 | } |
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104 | |
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105 | void HumanController::moveFrontBack(const Vector2& value) |
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106 | { |
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107 | if (HumanController::localController_s) |
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108 | HumanController::localController_s->frontback(value); |
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109 | } |
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110 | |
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111 | void HumanController::frontback(const Vector2& value) |
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112 | { |
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113 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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114 | HumanController::localController_s->controllableEntity_->moveFrontBack(value); |
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115 | } |
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116 | |
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117 | void HumanController::moveRightLeft(const Vector2& value) |
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118 | { |
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119 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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120 | HumanController::localController_s->controllableEntity_->moveRightLeft(value); |
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121 | } |
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122 | |
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123 | void HumanController::moveUpDown(const Vector2& value) |
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124 | { |
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125 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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126 | HumanController::localController_s->controllableEntity_->moveUpDown(value); |
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127 | } |
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128 | |
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129 | void HumanController::yaw(const Vector2& value) |
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130 | { |
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131 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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132 | HumanController::localController_s->controllableEntity_->rotateYaw(value); |
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133 | } |
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134 | |
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135 | void HumanController::pitch(const Vector2& value) |
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136 | { |
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137 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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138 | HumanController::localController_s->controllableEntity_->rotatePitch(value); |
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139 | } |
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140 | |
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141 | void HumanController::rotateYaw(const Vector2& value) |
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142 | { |
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143 | if (HumanController::localController_s) |
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144 | HumanController::localController_s->yaw(value); |
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145 | } |
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146 | |
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147 | void HumanController::rotatePitch(const Vector2& value) |
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148 | { |
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149 | if (HumanController::localController_s) |
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150 | HumanController::localController_s->pitch(value); |
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151 | } |
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152 | |
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153 | void HumanController::rotateRoll(const Vector2& value) |
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154 | { |
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155 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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156 | HumanController::localController_s->controllableEntity_->rotateRoll(value); |
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157 | } |
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158 | |
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159 | void HumanController::fire(unsigned int firemode) |
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160 | { |
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161 | if (HumanController::localController_s) |
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162 | HumanController::localController_s->doFire(firemode); |
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163 | } |
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164 | |
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165 | void HumanController::doFire(unsigned int firemode) |
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166 | { |
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167 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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168 | { |
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169 | HumanController::localController_s->controllableEntity_->fire(firemode); |
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170 | //if human fires, set slaves free. See FormationController::forceFreeSlaves() |
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171 | if (HumanController::localController_s->state_==MASTER && HumanController::localController_s->formationMode_ == NORMAL) |
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172 | { |
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173 | HumanController::localController_s->forceFreeSlaves(); |
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174 | } |
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175 | } |
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176 | } |
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177 | |
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178 | void HumanController::release(unsigned int firemode) |
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179 | { |
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180 | orxout() << "HumanController " << firemode << endl; |
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181 | if (HumanController::localController_s) |
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182 | HumanController::localController_s->doRelease(firemode); |
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183 | } |
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184 | |
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185 | void HumanController::doRelease(unsigned int firemode) |
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186 | { |
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187 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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188 | { |
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189 | HumanController::localController_s->controllableEntity_->release(firemode); |
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190 | //if human releases, set slaves free. See FormationController::forceFreeSlaves() |
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191 | if (HumanController::localController_s->state_==MASTER && HumanController::localController_s->formationMode_ == NORMAL) |
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192 | { |
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193 | HumanController::localController_s->forceFreeSlaves(); |
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194 | } |
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195 | } |
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196 | } |
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197 | |
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198 | void HumanController::reload() |
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199 | { |
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200 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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201 | HumanController::localController_s->controllableEntity_->reload(); |
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202 | } |
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203 | |
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204 | /** |
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205 | @brief |
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206 | Static method, controls boosting. |
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207 | */ |
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208 | /*static*/ void HumanController::boost(const Vector2& value) |
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209 | { |
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210 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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211 | { |
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212 | float abs = value.x; |
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213 | if (abs > 0) |
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214 | HumanController::localController_s->startBoosting(); |
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215 | else |
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216 | HumanController::localController_s->stopBoosting(); |
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217 | } |
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218 | } |
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219 | |
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220 | /** |
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221 | @brief |
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222 | Starts the boosting mode. |
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223 | Resets the boosting timeout and tells the ControllableEntity to boost (or not boost anymore). |
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224 | */ |
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225 | void HumanController::startBoosting(void) |
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226 | { |
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227 | if(this->controllableEntity_) |
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228 | this->controllableEntity_->boost(true); |
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229 | } |
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230 | |
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231 | /** |
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232 | @brief |
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233 | Stops the boosting mode. |
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234 | */ |
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235 | void HumanController::stopBoosting(void) |
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236 | { |
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237 | if(this->controllableEntity_) |
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238 | this->controllableEntity_->boost(false); |
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239 | } |
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240 | |
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241 | void HumanController::greet() |
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242 | { |
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243 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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244 | HumanController::localController_s->controllableEntity_->greet(); |
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245 | } |
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246 | |
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247 | void HumanController::switchCamera() |
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248 | { |
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249 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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250 | HumanController::localController_s->controllableEntity_->switchCamera(); |
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251 | } |
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252 | |
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253 | void HumanController::mouseLook() |
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254 | { |
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255 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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256 | HumanController::localController_s->controllableEntity_->mouseLook(); |
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257 | } |
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258 | |
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259 | void HumanController::suicide() |
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260 | { |
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261 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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262 | { |
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263 | Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_); |
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264 | if (pawn) |
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265 | pawn->kill(); |
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266 | else if (HumanController::localController_s->player_) |
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267 | HumanController::localController_s->player_->stopControl(); |
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268 | } |
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269 | } |
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270 | |
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271 | void HumanController::toggleGodMode() |
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272 | { |
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273 | if (HumanController::localController_s) |
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274 | HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode()); |
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275 | } |
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276 | |
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277 | void HumanController::myposition() |
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278 | { |
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279 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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280 | { |
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281 | const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition(); |
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282 | const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation(); |
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283 | |
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284 | orxout(message) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" " |
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285 | << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << endl; |
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286 | } |
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287 | } |
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288 | |
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289 | /** |
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290 | @brief |
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291 | toggle the formation. Not usable, if formationflight is disabled generally (formationFlight_) |
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292 | */ |
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293 | void HumanController::toggleFormationFlight() |
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294 | { |
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295 | if (HumanController::localController_s) |
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296 | { |
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297 | if (!HumanController::localController_s->formationFlight_) |
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298 | { |
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299 | return; //dont use when formationFlight is disabled |
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300 | } |
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301 | if (HumanController::localController_s->state_==MASTER) |
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302 | { |
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303 | HumanController::localController_s->loseMasterState(); |
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304 | orxout(message) <<"FormationFlight disabled "<< endl; |
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305 | } else //SLAVE or FREE |
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306 | { |
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307 | HumanController::localController_s->takeLeadOfFormation(); |
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308 | orxout(message) <<"FormationFlight enabled "<< endl; |
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309 | } |
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310 | |
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311 | } |
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312 | |
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313 | } |
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314 | |
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315 | /** |
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316 | @brief |
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317 | Switch through the different Modes of formationflight. You must be a master of a formation to use. |
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318 | */ |
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319 | void HumanController::FFChangeMode() |
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320 | { |
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321 | if (HumanController::localController_s && HumanController::localController_s->state_==MASTER) |
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322 | { |
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323 | switch (HumanController::localController_s->getFormationMode()) { |
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324 | case NORMAL: |
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325 | HumanController::localController_s->setFormationMode(DEFEND); |
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326 | orxout(message) <<"Mode: DEFEND "<< endl; |
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327 | break; |
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328 | case DEFEND: |
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329 | HumanController::localController_s->setFormationMode(ATTACK); |
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330 | orxout(message) <<"Mode: ATTACK "<< endl; |
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331 | break; |
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332 | case ATTACK: |
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333 | HumanController::localController_s->setFormationMode(NORMAL); |
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334 | orxout(message) <<"Mode: NORMAL "<< endl; |
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335 | break; |
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336 | } |
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337 | } |
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338 | } |
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339 | |
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340 | Pawn* HumanController::getLocalControllerEntityAsPawn() |
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341 | { |
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342 | if (HumanController::localController_s) |
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343 | return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity()); |
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344 | else |
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345 | return nullptr; |
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346 | } |
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347 | |
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348 | void HumanController::cycleNavigationFocus() |
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349 | { |
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350 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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351 | HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus(); |
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352 | } |
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353 | |
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354 | void HumanController::releaseNavigationFocus() |
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355 | { |
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356 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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357 | HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus(); |
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358 | } |
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359 | |
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360 | void HumanController::pauseControl() |
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361 | { |
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362 | if (HumanController::localController_s) |
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363 | HumanController::localController_s->doPauseControl(); |
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364 | } |
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365 | |
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366 | void HumanController::resumeControl() |
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367 | { |
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368 | if (HumanController::localController_s) |
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369 | HumanController::localController_s->doResumeControl(); |
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370 | } |
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371 | } |
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