/* * 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 "OrxonoxStableHeaders.h" #include "HumanController.h" #include "core/CoreIncludes.h" #include "core/ConsoleCommand.h" #include "objects/worldentities/ControllableEntity.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, altFire, true).keybindMode(KeybindMode::OnHold); SetConsoleCommand(HumanController, greet, true); SetConsoleCommand(HumanController, use, true); SetConsoleCommand(HumanController, switchCamera, 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) { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->rotateYaw(value); } void HumanController::rotatePitch(const Vector2& value) { 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() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->fire(WeaponMode::fire); } void HumanController::altFire() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->fire(WeaponMode::altFire); } void HumanController::greet() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->greet(); } void HumanController::use() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->use(); } void HumanController::switchCamera() { if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) HumanController::localController_s->controllableEntity_->switchCamera(); } }