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source: code/trunk/src/orxonox/objects/controllers/HumanController.cc @ 3089

Last change on this file since 3089 was 3089, checked in by landauf, 16 years ago

merged map branch back to trunk

  • Property svn:eol-style set to native
File size: 8.1 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 "OrxonoxStableHeaders.h"
30#include "HumanController.h"
31
32#include "core/CoreIncludes.h"
33#include "core/ConsoleCommand.h"
34#include "objects/worldentities/ControllableEntity.h"
35#include "objects/worldentities/pawns/Pawn.h"
36#include "objects/gametypes/Gametype.h"
37#include "objects/infos/PlayerInfo.h"
38#include "overlays/map/Map.h"
39
40namespace orxonox
41{
42    SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand();
43    SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand();
44    SetConsoleCommand(HumanController, moveUpDown,    true).setAsInputCommand();
45    SetConsoleCommand(HumanController, rotateYaw,     true).setAsInputCommand();
46    SetConsoleCommand(HumanController, rotatePitch,   true).setAsInputCommand();
47    SetConsoleCommand(HumanController, rotateRoll,    true).setAsInputCommand();
48    SetConsoleCommand(HumanController, fire,          true).keybindMode(KeybindMode::OnHold);
49    SetConsoleCommand(HumanController, reload,        true);
50    SetConsoleCommand(HumanController, boost,         true).keybindMode(KeybindMode::OnHold);
51    SetConsoleCommand(HumanController, greet,         true);
52    SetConsoleCommand(HumanController, switchCamera,  true);
53    SetConsoleCommand(HumanController, mouseLook,     true);
54    SetConsoleCommand(HumanController, suicide,       true);
55    SetConsoleCommand(HumanController, addBots,       true).defaultValues(1);
56    SetConsoleCommand(HumanController, killBots,      true).defaultValues(0);
57    SetConsoleCommand(HumanController, dropItems,     true);
58    SetConsoleCommand(HumanController, useItem,       true);
59
60    CreateUnloadableFactory(HumanController);
61
62    HumanController* HumanController::localController_s = 0;
63
64    HumanController::HumanController(BaseObject* creator) : Controller(creator)
65    {
66        RegisterObject(HumanController);
67
68        HumanController::localController_s = this;
69    }
70
71    HumanController::~HumanController()
72    {
73        HumanController::localController_s = 0;
74    }
75
76    void HumanController::moveFrontBack(const Vector2& value)
77    {
78        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
79            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
80    }
81
82    void HumanController::moveRightLeft(const Vector2& value)
83    {
84        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
85            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
86    }
87
88    void HumanController::moveUpDown(const Vector2& value)
89    {
90        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
91            HumanController::localController_s->controllableEntity_->moveUpDown(value);
92    }
93
94    void HumanController::rotateYaw(const Vector2& value)
95    {
96        //Hack to enable mouselook in map
97        if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() )
98        {
99            Map::getSingletonPtr()->rotateYaw(value);
100            return;
101        }
102        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
103            HumanController::localController_s->controllableEntity_->rotateYaw(value);
104    }
105
106    void HumanController::rotatePitch(const Vector2& value)
107    {
108        //Hack to enable mouselook in map
109        if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() )
110        {
111            Map::getSingletonPtr()->rotatePitch(value);
112            return;
113        }
114        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
115            HumanController::localController_s->controllableEntity_->rotatePitch(value);
116    }
117
118    void HumanController::rotateRoll(const Vector2& value)
119    {
120        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
121            HumanController::localController_s->controllableEntity_->rotateRoll(value);
122    }
123
124    void HumanController::fire(unsigned int firemode)
125    {
126        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
127            HumanController::localController_s->controllableEntity_->fire(firemode);
128    }
129
130    void HumanController::reload()
131    {
132        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
133            HumanController::localController_s->controllableEntity_->reload();
134    }
135
136    void HumanController::boost()
137    {
138        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
139            HumanController::localController_s->controllableEntity_->boost();
140    }
141
142    void HumanController::greet()
143    {
144        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
145            HumanController::localController_s->controllableEntity_->greet();
146    }
147
148    void HumanController::switchCamera()
149    {
150        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
151            HumanController::localController_s->controllableEntity_->switchCamera();
152    }
153
154    void HumanController::mouseLook()
155    {
156        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
157            HumanController::localController_s->controllableEntity_->mouseLook();
158    }
159
160    void HumanController::suicide()
161    {
162        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
163        {
164            Pawn* pawn = dynamic_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
165            if (pawn)
166                pawn->kill();
167            else if (HumanController::localController_s->player_)
168                HumanController::localController_s->player_->stopControl();
169        }
170    }
171
172    void HumanController::useItem()
173    {
174        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
175            HumanController::localController_s->controllableEntity_->useItem();
176    }
177
178    void HumanController::addBots(unsigned int amount)
179    {
180        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
181            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
182    }
183
184    void HumanController::killBots(unsigned int amount)
185    {
186        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
187            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
188    }
189
190    void HumanController::dropItems()
191    {
192        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
193            HumanController::localController_s->controllableEntity_->dropItems();
194    }
195}
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