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source: code/trunk/src/orxonox/objects/controllers/HumanController.cc @ 3223

Last change on this file since 3223 was 3196, checked in by rgrieder, 15 years ago

Merged pch branch back to trunk.

  • Property svn:eol-style set to native
File size: 8.3 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/ConsoleCommand.h"
33#include "objects/worldentities/ControllableEntity.h"
34#include "objects/worldentities/pawns/Pawn.h"
35#include "objects/gametypes/Gametype.h"
36#include "objects/infos/PlayerInfo.h"
37#include "overlays/map/Map.h"
38
39namespace orxonox
40{
41    SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand();
42    SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand();
43    SetConsoleCommand(HumanController, moveUpDown,    true).setAsInputCommand();
44    SetConsoleCommand(HumanController, rotateYaw,     true).setAsInputCommand();
45    SetConsoleCommand(HumanController, rotatePitch,   true).setAsInputCommand();
46    SetConsoleCommand(HumanController, rotateRoll,    true).setAsInputCommand();
47    SetConsoleCommand(HumanController, fire,          true).keybindMode(KeybindMode::OnHold);
48    SetConsoleCommand(HumanController, reload,        true);
49    SetConsoleCommand(HumanController, boost,         true).keybindMode(KeybindMode::OnHold);
50    SetConsoleCommand(HumanController, greet,         true);
51    SetConsoleCommand(HumanController, switchCamera,  true);
52    SetConsoleCommand(HumanController, mouseLook,     true);
53    SetConsoleCommand(HumanController, suicide,       true);
54    SetConsoleCommand(HumanController, addBots,       true).defaultValues(1);
55    SetConsoleCommand(HumanController, killBots,      true).defaultValues(0);
56    SetConsoleCommand(HumanController, dropItems,     true);
57    SetConsoleCommand(HumanController, useItem,       true);
58
59    CreateUnloadableFactory(HumanController);
60
61    HumanController* HumanController::localController_s = 0;
62
63    HumanController::HumanController(BaseObject* creator) : Controller(creator)
64    {
65        RegisterObject(HumanController);
66
67        HumanController::localController_s = this;
68    }
69
70    HumanController::~HumanController()
71    {
72        HumanController::localController_s = 0;
73    }
74
75    void HumanController::moveFrontBack(const Vector2& value)
76    {
77        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
78            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
79    }
80
81    void HumanController::moveRightLeft(const Vector2& value)
82    {
83        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
84            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
85    }
86
87    void HumanController::moveUpDown(const Vector2& value)
88    {
89        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
90            HumanController::localController_s->controllableEntity_->moveUpDown(value);
91    }
92
93    void HumanController::rotateYaw(const Vector2& value)
94    {
95        //Hack to enable mouselook in map
96        if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() )
97        {
98            Map::getSingletonPtr()->rotateYaw(value);
99            return;
100        }
101        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
102            HumanController::localController_s->controllableEntity_->rotateYaw(value);
103    }
104
105    void HumanController::rotatePitch(const Vector2& value)
106    {
107        //Hack to enable mouselook in map
108        if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() )
109        {
110            Map::getSingletonPtr()->rotatePitch(value);
111            return;
112        }
113        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
114            HumanController::localController_s->controllableEntity_->rotatePitch(value);
115    }
116
117    void HumanController::rotateRoll(const Vector2& value)
118    {
119        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
120            HumanController::localController_s->controllableEntity_->rotateRoll(value);
121    }
122
123    void HumanController::fire(unsigned int firemode)
124    {
125        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
126            HumanController::localController_s->controllableEntity_->fire(firemode);
127    }
128
129    void HumanController::reload()
130    {
131        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
132            HumanController::localController_s->controllableEntity_->reload();
133    }
134
135    void HumanController::boost()
136    {
137        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
138            HumanController::localController_s->controllableEntity_->boost();
139    }
140
141    void HumanController::greet()
142    {
143        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
144            HumanController::localController_s->controllableEntity_->greet();
145    }
146
147    void HumanController::switchCamera()
148    {
149        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
150            HumanController::localController_s->controllableEntity_->switchCamera();
151    }
152
153    void HumanController::mouseLook()
154    {
155        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
156            HumanController::localController_s->controllableEntity_->mouseLook();
157    }
158
159    void HumanController::suicide()
160    {
161        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
162        {
163            Pawn* pawn = dynamic_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
164            if (pawn)
165                pawn->kill();
166            else if (HumanController::localController_s->player_)
167                HumanController::localController_s->player_->stopControl();
168        }
169    }
170
171    void HumanController::useItem()
172    {
173        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
174            HumanController::localController_s->controllableEntity_->useItem();
175    }
176
177    void HumanController::addBots(unsigned int amount)
178    {
179        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
180            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
181    }
182
183    void HumanController::killBots(unsigned int amount)
184    {
185        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
186            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
187    }
188
189    void HumanController::dropItems()
190    {
191        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
192            HumanController::localController_s->controllableEntity_->dropItems();
193    }
194
195    Pawn* HumanController::getLocalControllerEntityAsPawn()
196    {
197        if (HumanController::localController_s)
198            return dynamic_cast<Pawn*>(HumanController::localController_s->getControllableEntity());
199        else
200            return NULL;
201    }
202}
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