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 | * Michael Wirth |
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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 "NewHumanController.h" |
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30 | |
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31 | #include "core/input/InputManager.h" |
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32 | #include "core/input/InputState.h" |
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33 | |
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34 | #include "core/CoreIncludes.h" |
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35 | #include "core/ConsoleCommand.h" |
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36 | #include "worldentities/ControllableEntity.h" |
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37 | #include "worldentities/pawns/Pawn.h" |
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38 | #include "gametypes/Gametype.h" |
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39 | #include "infos/PlayerInfo.h" |
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40 | #include "overlays/Map.h" |
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41 | #include "graphics/Camera.h" |
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42 | #include "sound/SoundManager.h" |
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43 | #include "Radar.h" |
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44 | #include "Scene.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | |
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49 | CreateUnloadableFactory(NewHumanController); |
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50 | |
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51 | NewHumanController::NewHumanController(BaseObject* creator) : HumanController(creator) |
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52 | { |
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53 | RegisterObject(NewHumanController); |
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54 | |
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55 | CrossHairOverlay = new OrxonoxOverlay(this); |
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56 | CrossHairOverlay->setBackgroundMaterial("Orxonox/Crosshair3"); |
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57 | CrossHairOverlay->setSize(Vector2(0.08,0.08)); |
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58 | CrossHairOverlay->show(); |
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59 | } |
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60 | |
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61 | NewHumanController::~NewHumanController() |
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62 | { |
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63 | if( this->isInitialized() ) |
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64 | { |
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65 | } |
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66 | } |
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67 | |
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68 | void NewHumanController::tick(float dt) { |
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69 | CrossHairOverlay->setPosition(Vector2(static_cast<float>(this->currentYaw_), static_cast<float>(this->currentPitch_))); |
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70 | |
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71 | HumanController::tick(dt); |
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72 | } |
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73 | |
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74 | /*void NewHumanController::tick(float dt) |
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75 | { |
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76 | if (GameMode::playsSound() && NewHumanController::localController_s && NewHumanController::localController_s->controllableEntity_) |
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77 | { |
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78 | // Update sound listener |
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79 | Camera* camera = NewHumanController::localController_s->controllableEntity_->getCamera(); |
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80 | if (camera) |
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81 | { |
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82 | SoundManager::getInstance().setListenerPosition(camera->getWorldPosition()); |
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83 | SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation()); |
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84 | } |
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85 | else |
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86 | COUT(3) << "NewHumanController, Warning: Using a ControllableEntity without Camera" << std::endl; |
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87 | } |
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88 | }*/ |
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89 | |
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90 | void NewHumanController::yaw(const Vector2& value) |
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91 | { |
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92 | // SUPER(NewHumanController, yaw, value); |
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93 | HumanController::yaw(value); |
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94 | |
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95 | this->currentYaw_ = value.x; |
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96 | std::cout << "Y: " << static_cast<float>(this->currentPitch_) << " X: " << static_cast<float>(this->currentYaw_) << endl; |
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97 | } |
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98 | void NewHumanController::pitch(const Vector2& value) |
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99 | { |
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100 | // SUPER(NewHumanController, pitch, value); |
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101 | HumanController::pitch(value); |
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102 | |
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103 | this->currentPitch_ = value.x; |
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104 | std::cout << "Y: " << static_cast<float>(this->currentPitch_) << " X: " << static_cast<float>(this->currentYaw_) << endl; |
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105 | } |
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106 | |
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107 | } |
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