1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "HumanController.h" |
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31 | |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/ConsoleCommand.h" |
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34 | #include "objects/worldentities/ControllableEntity.h" |
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35 | |
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36 | namespace orxonox |
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37 | { |
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38 | SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand(); |
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39 | SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand(); |
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40 | SetConsoleCommand(HumanController, moveUpDown, true).setAsInputCommand(); |
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41 | SetConsoleCommand(HumanController, rotateYaw, true).setAsInputCommand(); |
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42 | SetConsoleCommand(HumanController, rotatePitch, true).setAsInputCommand(); |
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43 | SetConsoleCommand(HumanController, rotateRoll, true).setAsInputCommand(); |
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44 | SetConsoleCommand(HumanController, fire, true).keybindMode(KeybindMode::OnHold); |
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45 | SetConsoleCommand(HumanController, altFire, true).keybindMode(KeybindMode::OnHold); |
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46 | SetConsoleCommand(HumanController, greet, true); |
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47 | SetConsoleCommand(HumanController, use, true); |
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48 | SetConsoleCommand(HumanController, switchCamera, true); |
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49 | |
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50 | CreateUnloadableFactory(HumanController); |
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51 | |
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52 | HumanController* HumanController::localController_s = 0; |
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53 | |
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54 | HumanController::HumanController(BaseObject* creator) : Controller(creator) |
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55 | { |
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56 | RegisterObject(HumanController); |
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57 | |
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58 | HumanController::localController_s = this; |
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59 | } |
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60 | |
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61 | HumanController::~HumanController() |
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62 | { |
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63 | HumanController::localController_s = 0; |
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64 | } |
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65 | |
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66 | void HumanController::moveFrontBack(const Vector2& value) |
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67 | { |
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68 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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69 | HumanController::localController_s->controllableEntity_->moveFrontBack(value); |
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70 | } |
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71 | |
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72 | void HumanController::moveRightLeft(const Vector2& value) |
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73 | { |
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74 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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75 | HumanController::localController_s->controllableEntity_->moveRightLeft(value); |
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76 | } |
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77 | |
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78 | void HumanController::moveUpDown(const Vector2& value) |
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79 | { |
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80 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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81 | HumanController::localController_s->controllableEntity_->moveUpDown(value); |
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82 | } |
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83 | |
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84 | void HumanController::rotateYaw(const Vector2& value) |
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85 | { |
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86 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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87 | HumanController::localController_s->controllableEntity_->rotateYaw(value); |
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88 | } |
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89 | |
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90 | void HumanController::rotatePitch(const Vector2& value) |
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91 | { |
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92 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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93 | HumanController::localController_s->controllableEntity_->rotatePitch(value); |
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94 | } |
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95 | |
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96 | void HumanController::rotateRoll(const Vector2& value) |
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97 | { |
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98 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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99 | HumanController::localController_s->controllableEntity_->rotateRoll(value); |
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100 | } |
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101 | |
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102 | void HumanController::fire() |
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103 | { |
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104 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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105 | HumanController::localController_s->controllableEntity_->fire(); |
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106 | } |
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107 | |
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108 | void HumanController::altFire() |
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109 | { |
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110 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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111 | HumanController::localController_s->controllableEntity_->altFire(); |
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112 | } |
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113 | |
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114 | void HumanController::greet() |
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115 | { |
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116 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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117 | HumanController::localController_s->controllableEntity_->greet(); |
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118 | } |
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119 | |
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120 | void HumanController::use() |
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121 | { |
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122 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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123 | HumanController::localController_s->controllableEntity_->use(); |
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124 | } |
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125 | |
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126 | void HumanController::switchCamera() |
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127 | { |
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128 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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129 | HumanController::localController_s->controllableEntity_->switchCamera(); |
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130 | } |
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131 | } |
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