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source: code/branches/tutorial/src/orxonox/controllers/HumanController.cc @ 8050

Last change on this file since 8050 was 7930, checked in by landauf, 14 years ago
  • fixed crash when calling toggleGodMode command without controllable entity
  • added slightly hacky command "myposition" which prints the current position and orientation of the controllable entity in XML format to the console, as a tool for level creators (note: uses the position of the entity, not the camera - use spectator to be sure)
  • Property svn:eol-style set to native
File size: 11.4 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 "HumanController.h"
30
31#include "core/CoreIncludes.h"
32#include "core/command/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 "Radar.h"
38#include "Scene.h"
39
40namespace orxonox
41{
42    extern const std::string __CC_fire_name = "fire";
43    extern const std::string __CC_suicide_name = "suicide";
44
45    SetConsoleCommand("HumanController", "moveFrontBack",          &HumanController::moveFrontBack ).addShortcut().setAsInputCommand();
46    SetConsoleCommand("HumanController", "moveRightLeft",          &HumanController::moveRightLeft ).addShortcut().setAsInputCommand();
47    SetConsoleCommand("HumanController", "moveUpDown",             &HumanController::moveUpDown    ).addShortcut().setAsInputCommand();
48    SetConsoleCommand("HumanController", "rotateYaw",              &HumanController::rotateYaw     ).addShortcut().setAsInputCommand();
49    SetConsoleCommand("HumanController", "rotatePitch",            &HumanController::rotatePitch   ).addShortcut().setAsInputCommand();
50    SetConsoleCommand("HumanController", "rotateRoll",             &HumanController::rotateRoll    ).addShortcut().setAsInputCommand();
51    SetConsoleCommand("HumanController", __CC_fire_name,           &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
52    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
53    SetConsoleCommand("HumanController", "boost",                  &HumanController::boost         ).addShortcut().keybindMode(KeybindMode::OnHold);
54    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
55    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
56    SetConsoleCommand("HumanController", "mouseLook",              &HumanController::mouseLook     ).addShortcut();
57    SetConsoleCommand("HumanController", __CC_suicide_name,        &HumanController::suicide       ).addShortcut();
58    SetConsoleCommand("HumanController", "toggleGodMode",          &HumanController::toggleGodMode ).addShortcut();
59    SetConsoleCommand("HumanController", "addBots",                &HumanController::addBots       ).addShortcut().defaultValues(1);
60    SetConsoleCommand("HumanController", "killBots",               &HumanController::killBots      ).addShortcut().defaultValues(0);
61    SetConsoleCommand("HumanController", "cycleNavigationFocus",   &HumanController::cycleNavigationFocus).addShortcut();
62    SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut();
63    SetConsoleCommand("HumanController", "myposition",             &HumanController::myposition    ).addShortcut();
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        controlPaused_ = false;
74
75        HumanController::localController_s = this;
76    }
77
78    HumanController::~HumanController()
79    {
80        HumanController::localController_s = 0;
81    }
82
83    void HumanController::tick(float dt)
84    {
85        if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_)
86        {
87            Camera* camera = HumanController::localController_s->controllableEntity_->getCamera();
88            if (!camera)
89                COUT(3) << "HumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
90        }
91    }
92
93    void HumanController::moveFrontBack(const Vector2& value)
94    {
95        if (HumanController::localController_s)
96            HumanController::localController_s->frontback(value);
97    }
98
99    void HumanController::frontback(const Vector2& value)
100    {
101        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
102            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
103    }
104
105    void HumanController::moveRightLeft(const Vector2& value)
106    {
107        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
108            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
109    }
110
111    void HumanController::moveUpDown(const Vector2& value)
112    {
113        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
114            HumanController::localController_s->controllableEntity_->moveUpDown(value);
115    }
116
117    void HumanController::yaw(const Vector2& value)
118    {
119        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
120            HumanController::localController_s->controllableEntity_->rotateYaw(value);
121    }
122
123    void HumanController::pitch(const Vector2& value)
124    {
125        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
126            HumanController::localController_s->controllableEntity_->rotatePitch(value);
127    }
128
129    void HumanController::rotateYaw(const Vector2& value)
130    {
131        if (HumanController::localController_s)
132            HumanController::localController_s->yaw(value);
133    }
134
135    void HumanController::rotatePitch(const Vector2& value)
136    {
137        if (HumanController::localController_s)
138            HumanController::localController_s->pitch(value);
139    }
140
141    void HumanController::rotateRoll(const Vector2& value)
142    {
143        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
144            HumanController::localController_s->controllableEntity_->rotateRoll(value);
145    }
146
147    void HumanController::fire(unsigned int firemode)
148    {
149        if (HumanController::localController_s)
150            HumanController::localController_s->doFire(firemode);
151    }
152
153    void HumanController::doFire(unsigned int firemode)
154    {
155        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
156            HumanController::localController_s->controllableEntity_->fire(firemode);
157    }
158
159    void HumanController::reload()
160    {
161        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
162            HumanController::localController_s->controllableEntity_->reload();
163    }
164
165    void HumanController::boost()
166    {
167        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
168            HumanController::localController_s->controllableEntity_->boost();
169    }
170
171    void HumanController::greet()
172    {
173        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
174            HumanController::localController_s->controllableEntity_->greet();
175    }
176
177    void HumanController::switchCamera()
178    {
179        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
180            HumanController::localController_s->controllableEntity_->switchCamera();
181    }
182
183    void HumanController::mouseLook()
184    {
185        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
186            HumanController::localController_s->controllableEntity_->mouseLook();
187    }
188
189    void HumanController::suicide()
190    {
191        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
192        {
193            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
194            if (pawn)
195                pawn->kill();
196            else if (HumanController::localController_s->player_)
197                HumanController::localController_s->player_->stopControl();
198        }
199    }
200
201    void HumanController::toggleGodMode()
202    {
203        if (HumanController::localController_s)
204            HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode());
205    }
206
207    void HumanController::myposition()
208    {
209        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
210        {
211            const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition();
212            const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation();
213
214            COUT(0) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" ";
215            COUT(0) << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << std::endl;
216        }
217    }
218
219    void HumanController::addBots(unsigned int amount)
220    {
221        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
222            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
223    }
224
225    void HumanController::killBots(unsigned int amount)
226    {
227        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
228            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
229    }
230
231    Pawn* HumanController::getLocalControllerEntityAsPawn()
232    {
233        if (HumanController::localController_s)
234            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
235        else
236            return NULL;
237    }
238
239    void HumanController::cycleNavigationFocus()
240    {
241        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
242            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
243    }
244
245    void HumanController::releaseNavigationFocus()
246    {
247        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
248            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
249    }
250
251    void HumanController::pauseControl()
252    {
253        if (HumanController::localController_s)
254            HumanController::localController_s->doPauseControl();
255    }
256
257    void HumanController::resumeControl()
258    {
259        if (HumanController::localController_s)
260            HumanController::localController_s->doResumeControl();
261    }
262}
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