Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/orxonox/controllers/HumanController.cc @ 10532

Last change on this file since 10532 was 9979, checked in by landauf, 11 years ago

simplified the boost command in HumanController by using the new keybind mode 'OnPressAndRelease'. depending on the command's argument the boost is started or stopped.
this also fixes a bug: boost didn't work if the frame-rate was too low or the game speed too high because boostingTimeout_ ended before the next tick

  • 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"
[7284]32#include "core/command/ConsoleCommand.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{
[7862]42    extern const std::string __CC_fire_name = "fire";
[7863]43    extern const std::string __CC_suicide_name = "suicide";
[7862]44
[7284]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();
[9016]51    SetConsoleCommand("HumanController", "toggleFormationFlight",  &HumanController::toggleFormationFlight).addShortcut().keybindMode(KeybindMode::OnPress);
[9979]52    SetConsoleCommand("HumanController", "FFChangeMode",           &HumanController::FFChangeMode).addShortcut().keybindMode(KeybindMode::OnPress);
[7862]53    SetConsoleCommand("HumanController", __CC_fire_name,           &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
[7284]54    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
[9979]55    SetConsoleCommand("HumanController", "boost",                  &HumanController::boost         ).addShortcut().setAsInputCommand().keybindMode(KeybindMode::OnPressAndRelease);
[7284]56    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
57    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
58    SetConsoleCommand("HumanController", "mouseLook",              &HumanController::mouseLook     ).addShortcut();
[7863]59    SetConsoleCommand("HumanController", __CC_suicide_name,        &HumanController::suicide       ).addShortcut();
[7284]60    SetConsoleCommand("HumanController", "toggleGodMode",          &HumanController::toggleGodMode ).addShortcut();
61    SetConsoleCommand("HumanController", "addBots",                &HumanController::addBots       ).addShortcut().defaultValues(1);
62    SetConsoleCommand("HumanController", "killBots",               &HumanController::killBots      ).addShortcut().defaultValues(0);
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
69    HumanController* HumanController::localController_s = 0;
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        }
[2072]85        HumanController::localController_s = 0;
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
[3053]159    void HumanController::fire(unsigned int firemode)
[2072]160    {
[6417]161        if (HumanController::localController_s)
162            HumanController::localController_s->doFire(firemode);
163    }
164
165    void HumanController::doFire(unsigned int firemode)
166    {
[2072]167        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
[9016]168        {
[3053]169            HumanController::localController_s->controllableEntity_->fire(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
[3053]178    void HumanController::reload()
[2072]179    {
180        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
[3053]181            HumanController::localController_s->controllableEntity_->reload();
[2072]182    }
183
[8706]184    /**
185    @brief
[9979]186        Static method, controls boosting.
[8706]187    */
[9979]188    /*static*/ void HumanController::boost(const Vector2& value)
[2662]189    {
190        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
[9979]191        {
192            float abs = value.x;
193            if (abs > 0)
194                HumanController::localController_s->startBoosting();
195            else
196                HumanController::localController_s->stopBoosting();
197        }
[2662]198    }
[9256]199
[8706]200    /**
201    @brief
[9979]202        Starts the boosting mode.
[8706]203        Resets the boosting timeout and ells the ControllableEntity to boost (or not boost anymore).
204    */
[9979]205    void HumanController::startBoosting(void)
[8706]206    {
[9979]207        if(this->controllableEntity_)
208            this->controllableEntity_->boost(true);
[8706]209    }
[2662]210
[8706]211    /**
212    @brief
[9979]213        Stops the boosting mode.
[8706]214    */
[9979]215    void HumanController::stopBoosting(void)
[8706]216    {
[9016]217        if(this->controllableEntity_)
[9979]218            this->controllableEntity_->boost(false);
[8706]219    }
220
[2072]221    void HumanController::greet()
222    {
223        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
224            HumanController::localController_s->controllableEntity_->greet();
225    }
226
227    void HumanController::switchCamera()
228    {
229        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
230            HumanController::localController_s->controllableEntity_->switchCamera();
231    }
[2662]232
233    void HumanController::mouseLook()
234    {
235        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
236            HumanController::localController_s->controllableEntity_->mouseLook();
237    }
238
239    void HumanController::suicide()
240    {
241        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
242        {
[3325]243            Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
[2662]244            if (pawn)
245                pawn->kill();
[2872]246            else if (HumanController::localController_s->player_)
[3038]247                HumanController::localController_s->player_->stopControl();
[2662]248        }
249    }
250
[6417]251    void HumanController::toggleGodMode()
252    {
[8079]253        if (HumanController::localController_s)
254            HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode());
[6417]255    }
256
[8079]257    void HumanController::myposition()
258    {
259        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
260        {
261            const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition();
262            const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation();
263
[8858]264            orxout(message) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" "
265                            << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << endl;
[8079]266        }
267    }
268
[9016]269    /**
270    @brief
271       toggle the formation. Not usable, if formationflight is disabled generally (formationFlight_)
272    */
273    void HumanController::toggleFormationFlight()
274    {
275        if (HumanController::localController_s)
276        {
277            if (!HumanController::localController_s->formationFlight_)
278            {
279                return; //dont use when formationFlight is disabled
280            }
281            if (HumanController::localController_s->state_==MASTER)
282            {
283                HumanController::localController_s->loseMasterState();
284                orxout(message) <<"FormationFlight disabled "<< endl;
285            } else //SLAVE or FREE
286            {
287                HumanController::localController_s->takeLeadOfFormation();
288                orxout(message) <<"FormationFlight enabled "<< endl;
289            }
[9256]290
[9016]291        }
292
293    }
294
295    /**
296    @brief
297       Switch through the different Modes of formationflight. You must be a master of a formation to use.
298    */
299    void HumanController::FFChangeMode()
300    {
301        if (HumanController::localController_s && HumanController::localController_s->state_==MASTER)
302        {
303            switch (HumanController::localController_s->getFormationMode()) {
304                case NORMAL:
305                    HumanController::localController_s->setFormationMode(DEFEND);
306                    orxout(message) <<"Mode: DEFEND "<< endl;
307                    break;
308                case DEFEND:
309                    HumanController::localController_s->setFormationMode(ATTACK);
310                    orxout(message) <<"Mode: ATTACK "<< endl;
311                    break;
312                case ATTACK:
313                    HumanController::localController_s->setFormationMode(NORMAL);
314                    orxout(message) <<"Mode: NORMAL "<< endl;
315                    break;
316            }
317        }
318    }
319
[2662]320    void HumanController::addBots(unsigned int amount)
321    {
322        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
323            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
324    }
325
326    void HumanController::killBots(unsigned int amount)
327    {
328        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
329            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
330    }
331
[3196]332    Pawn* HumanController::getLocalControllerEntityAsPawn()
333    {
334        if (HumanController::localController_s)
[3325]335            return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
[3196]336        else
337            return NULL;
338    }
[5929]339
340    void HumanController::cycleNavigationFocus()
341    {
342        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
343            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus();
344    }
345
346    void HumanController::releaseNavigationFocus()
347    {
348        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
349            HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus();
350    }
[6417]351
352    void HumanController::pauseControl()
353    {
354        if (HumanController::localController_s)
355            HumanController::localController_s->doPauseControl();
356    }
357
358    void HumanController::resumeControl()
359    {
360        if (HumanController::localController_s)
361            HumanController::localController_s->doResumeControl();
362    }
[2072]363}
Note: See TracBrowser for help on using the repository browser.