/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "HumanController.h" #include "core/CoreIncludes.h" #include "core/ConsoleCommand.h" #include "objects/worldentities/ControllableEntity.h" #include "objects/worldentities/pawns/Pawn.h" #include "objects/gametypes/Gametype.h" #include "objects/infos/PlayerInfo.h" #include "overlays/map/Map.h" namespace orxonox { SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand(); SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand(); SetConsoleCommand(HumanController, moveUpDown, true).setAsInputCommand(); SetConsoleCommand(HumanController, rotateYaw, true).setAsInputCommand(); SetConsoleCommand(HumanController, rotatePitch, true).setAsInputCommand(); SetConsoleCommand(HumanController, rotateRoll, true).setAsInputCommand(); SetConsoleCommand(HumanController, fire, true).keybindMode(KeybindMode::OnHold); SetConsoleCommand(HumanController, reload, true); SetConsoleCommand(HumanController, boost, true).keybindMode(KeybindMode::OnHold); SetConsoleCommand(HumanController, greet, true); SetConsoleCommand(HumanController, switchCamera, true); SetConsoleCommand(HumanController, mouseLook, true); SetConsoleCommand(HumanController, suicide, true); SetConsoleCommand(HumanController, addBots, true).defaultValues(1); SetConsoleCommand(HumanController, killBots, true).defaultValues(0); SetConsoleCommand(HumanController, dropItems, true); SetConsoleCommand(HumanController, useItem, true); CreateUnloadableFactory(HumanController); HumanController* HumanController::localController_s = 0; HumanController::HumanController(BaseObject* creator) : Controller(creator) { RegisterObject(HumanController); HumanController::localController_s = this; } HumanController::~HumanController() { HumanController::localController_s = 0; } void HumanController::moveFrontBack(const Vector2& value) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->moveFrontBack(value); } void HumanController::moveRightLeft(const Vector2& value) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->moveRightLeft(value); } void HumanController::moveUpDown(const Vector2& value) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->moveUpDown(value); } void HumanController::rotateYaw(const Vector2& value) { //Hack to enable mouselook in map if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() ) { Map::getSingletonPtr()->rotateYaw(value); return; } if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->rotateYaw(value); } void HumanController::rotatePitch(const Vector2& value) { //Hack to enable mouselook in map if ( Map::getSingletonPtr() && Map::getSingletonPtr()->getVisibility() && HumanController::localController_s->controllableEntity_->isInMouseLook() ) { Map::getSingletonPtr()->rotatePitch(value); return; } if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->rotatePitch(value); } void HumanController::rotateRoll(const Vector2& value) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->rotateRoll(value); } void HumanController::fire(unsigned int firemode) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->fire(firemode); } void HumanController::reload() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->reload(); } void HumanController::boost() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->boost(); } void HumanController::greet() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->greet(); } void HumanController::switchCamera() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->switchCamera(); } void HumanController::mouseLook() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->mouseLook(); } void HumanController::suicide() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) { Pawn* pawn = dynamic_cast(HumanController::localController_s->controllableEntity_); if (pawn) pawn->kill(); else if (HumanController::localController_s->player_) HumanController::localController_s->player_->stopControl(); } } void HumanController::useItem() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->useItem(); } void HumanController::addBots(unsigned int amount) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype()) HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount); } void HumanController::killBots(unsigned int amount) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype()) HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount); } void HumanController::dropItems() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->dropItems(); } Pawn* HumanController::getLocalControllerEntityAsPawn() { if (HumanController::localController_s) return dynamic_cast(HumanController::localController_s->getControllableEntity()); else return NULL; } }