| 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 "HumanController.h" |
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| 30 | |
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| 31 | #include "core/CoreIncludes.h" |
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| 32 | #include "core/command/ConsoleCommand.h" |
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| 33 | #include "worldentities/ControllableEntity.h" |
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| 34 | #include "worldentities/pawns/Pawn.h" |
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| 35 | #include "gametypes/Gametype.h" |
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| 36 | #include "infos/PlayerInfo.h" |
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| 37 | #include "Radar.h" |
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| 38 | #include "Scene.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | extern const std::string __CC_fire_name = "fire"; |
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| 43 | extern const std::string __CC_suicide_name = "suicide"; |
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| 44 | const std::string __CC_boost_name = "boost"; |
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| 45 | |
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| 46 | SetConsoleCommand("HumanController", "moveFrontBack", &HumanController::moveFrontBack ).addShortcut().setAsInputCommand(); |
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| 47 | SetConsoleCommand("HumanController", "moveRightLeft", &HumanController::moveRightLeft ).addShortcut().setAsInputCommand(); |
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| 48 | SetConsoleCommand("HumanController", "moveUpDown", &HumanController::moveUpDown ).addShortcut().setAsInputCommand(); |
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| 49 | SetConsoleCommand("HumanController", "rotateYaw", &HumanController::rotateYaw ).addShortcut().setAsInputCommand(); |
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| 50 | SetConsoleCommand("HumanController", "rotatePitch", &HumanController::rotatePitch ).addShortcut().setAsInputCommand(); |
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| 51 | SetConsoleCommand("HumanController", "rotateRoll", &HumanController::rotateRoll ).addShortcut().setAsInputCommand(); |
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| 52 | SetConsoleCommand("HumanController", "toggleFormationFlight", &HumanController::toggleFormationFlight).addShortcut().keybindMode(KeybindMode::OnPress); |
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| 53 | SetConsoleCommand("HumanController", "FFChangeMode", &HumanController::FFChangeMode).addShortcut().keybindMode(KeybindMode::OnPress); |
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| 54 | SetConsoleCommand("HumanController", __CC_fire_name, &HumanController::fire ).addShortcut().keybindMode(KeybindMode::OnHold); |
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| 55 | SetConsoleCommand("HumanController", "reload", &HumanController::reload ).addShortcut(); |
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| 56 | SetConsoleCommand("HumanController", __CC_boost_name, &HumanController::keepBoost ).addShortcut().keybindMode(KeybindMode::OnHold); |
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| 57 | SetConsoleCommand("HumanController", "greet", &HumanController::greet ).addShortcut(); |
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| 58 | SetConsoleCommand("HumanController", "switchCamera", &HumanController::switchCamera ).addShortcut(); |
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| 59 | SetConsoleCommand("HumanController", "mouseLook", &HumanController::mouseLook ).addShortcut(); |
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| 60 | SetConsoleCommand("HumanController", __CC_suicide_name, &HumanController::suicide ).addShortcut(); |
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| 61 | SetConsoleCommand("HumanController", "toggleGodMode", &HumanController::toggleGodMode ).addShortcut(); |
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| 62 | SetConsoleCommand("HumanController", "addBots", &HumanController::addBots ).addShortcut().defaultValues(1); |
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| 63 | SetConsoleCommand("HumanController", "killBots", &HumanController::killBots ).addShortcut().defaultValues(0); |
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| 64 | SetConsoleCommand("HumanController", "cycleNavigationFocus", &HumanController::cycleNavigationFocus).addShortcut(); |
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| 65 | SetConsoleCommand("HumanController", "releaseNavigationFocus", &HumanController::releaseNavigationFocus).addShortcut(); |
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| 66 | SetConsoleCommand("HumanController", "myposition", &HumanController::myposition ).addShortcut(); |
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| 67 | |
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| 68 | CreateUnloadableFactory(HumanController); |
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| 69 | |
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| 70 | HumanController* HumanController::localController_s = 0; |
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| 71 | /*static*/ const float HumanController::BOOSTING_TIME = 0.1f; |
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| 72 | |
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| 73 | HumanController::HumanController(BaseObject* creator) : FormationController(creator) |
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| 74 | { |
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| 75 | RegisterObject(HumanController); |
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| 76 | |
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| 77 | this->controlPaused_ = false; |
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| 78 | this->boosting_ = false; |
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| 79 | this->boosting_ = false; |
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| 80 | HumanController::localController_s = this; |
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| 81 | this->boostingTimeout_.setTimer(HumanController::BOOSTING_TIME, false, createExecutor(createFunctor(&HumanController::terminateBoosting, this))); |
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| 82 | this->boostingTimeout_.stopTimer(); |
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| 83 | } |
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| 84 | |
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| 85 | HumanController::~HumanController() |
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| 86 | { |
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| 87 | if (HumanController::localController_s) |
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| 88 | { |
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| 89 | HumanController::localController_s->removeFromFormation(); |
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| 90 | } |
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| 91 | HumanController::localController_s = 0; |
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| 92 | } |
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| 93 | |
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| 94 | void HumanController::tick(float dt) |
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| 95 | { |
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| 96 | if (GameMode::playsSound() && HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 97 | { |
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| 98 | Camera* camera = HumanController::localController_s->controllableEntity_->getCamera(); |
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| 99 | if (!camera) |
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| 100 | orxout(internal_warning) << "HumanController, Warning: Using a ControllableEntity without Camera" << endl; |
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| 101 | } |
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| 102 | |
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| 103 | // commandslaves when Master of a formation |
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| 104 | if (HumanController::localController_s && HumanController::localController_s->state_==MASTER && FormationController::slaves_.size() > 0) |
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| 105 | { |
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| 106 | if (HumanController::localController_s->formationMode_ != ATTACK) |
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| 107 | HumanController::localController_s->commandSlaves(); |
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| 108 | } |
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| 109 | } |
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| 110 | |
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| 111 | void HumanController::moveFrontBack(const Vector2& value) |
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| 112 | { |
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| 113 | if (HumanController::localController_s) |
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| 114 | HumanController::localController_s->frontback(value); |
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| 115 | } |
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| 116 | |
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| 117 | void HumanController::frontback(const Vector2& value) |
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| 118 | { |
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| 119 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 120 | HumanController::localController_s->controllableEntity_->moveFrontBack(value); |
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| 121 | } |
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| 122 | |
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| 123 | void HumanController::moveRightLeft(const Vector2& value) |
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| 124 | { |
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| 125 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 126 | HumanController::localController_s->controllableEntity_->moveRightLeft(value); |
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| 127 | } |
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| 128 | |
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| 129 | void HumanController::moveUpDown(const Vector2& value) |
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| 130 | { |
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| 131 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 132 | HumanController::localController_s->controllableEntity_->moveUpDown(value); |
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| 133 | } |
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| 134 | |
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| 135 | void HumanController::yaw(const Vector2& value) |
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| 136 | { |
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| 137 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 138 | HumanController::localController_s->controllableEntity_->rotateYaw(value); |
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| 139 | } |
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| 140 | |
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| 141 | void HumanController::pitch(const Vector2& value) |
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| 142 | { |
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| 143 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 144 | HumanController::localController_s->controllableEntity_->rotatePitch(value); |
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| 145 | } |
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| 146 | |
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| 147 | void HumanController::rotateYaw(const Vector2& value) |
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| 148 | { |
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| 149 | if (HumanController::localController_s) |
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| 150 | HumanController::localController_s->yaw(value); |
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| 151 | } |
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| 152 | |
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| 153 | void HumanController::rotatePitch(const Vector2& value) |
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| 154 | { |
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| 155 | if (HumanController::localController_s) |
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| 156 | HumanController::localController_s->pitch(value); |
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| 157 | } |
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| 158 | |
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| 159 | void HumanController::rotateRoll(const Vector2& value) |
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| 160 | { |
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| 161 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 162 | HumanController::localController_s->controllableEntity_->rotateRoll(value); |
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| 163 | } |
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| 164 | |
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| 165 | void HumanController::fire(unsigned int firemode) |
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| 166 | { |
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| 167 | if (HumanController::localController_s) |
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| 168 | HumanController::localController_s->doFire(firemode); |
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| 169 | } |
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| 170 | |
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| 171 | void HumanController::doFire(unsigned int firemode) |
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| 172 | { |
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| 173 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 174 | { |
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| 175 | HumanController::localController_s->controllableEntity_->fire(firemode); |
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| 176 | //if human fires, set slaves free. See FormationController::forceFreeSlaves() |
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| 177 | if (HumanController::localController_s->state_==MASTER && HumanController::localController_s->formationMode_ == NORMAL) |
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| 178 | { |
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| 179 | HumanController::localController_s->forceFreeSlaves(); |
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| 180 | } |
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| 181 | } |
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| 182 | } |
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| 183 | |
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| 184 | void HumanController::reload() |
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| 185 | { |
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| 186 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 187 | HumanController::localController_s->controllableEntity_->reload(); |
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| 188 | } |
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| 189 | |
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| 190 | /** |
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| 191 | @brief |
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| 192 | Static method,keeps boosting. |
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| 193 | */ |
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| 194 | /*static*/ void HumanController::keepBoost() |
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| 195 | { |
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| 196 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 197 | HumanController::localController_s->keepBoosting(); |
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| 198 | } |
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| 199 | |
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| 200 | /** |
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| 201 | @brief |
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| 202 | Starts, or keeps the boosting mode. |
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| 203 | Resets the boosting timeout and ells the ControllableEntity to boost (or not boost anymore). |
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| 204 | */ |
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| 205 | void HumanController::keepBoosting(void) |
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| 206 | { |
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| 207 | if(this->boostingTimeout_.isActive()) |
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| 208 | { |
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| 209 | this->boostingTimeout_.stopTimer(); |
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| 210 | this->boostingTimeout_.startTimer(); |
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| 211 | } |
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| 212 | else |
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| 213 | { |
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| 214 | this->boosting_ = true; |
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| 215 | this->boostingTimeout_.startTimer(); |
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| 216 | if(this->controllableEntity_) |
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| 217 | this->controllableEntity_->boost(this->boosting_); |
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| 218 | // orxout() << "Start boosting" << endl; |
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| 219 | } |
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| 220 | } |
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| 221 | |
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| 222 | /** |
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| 223 | @brief |
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| 224 | Terminates the boosting mode. |
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| 225 | */ |
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| 226 | void HumanController::terminateBoosting(void) |
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| 227 | { |
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| 228 | this->boosting_ = false; |
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| 229 | this->boostingTimeout_.stopTimer(); |
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| 230 | if(this->controllableEntity_) |
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| 231 | this->controllableEntity_->boost(this->boosting_); |
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| 232 | // orxout() << "Stop boosting" << endl; |
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| 233 | } |
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| 234 | |
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| 235 | void HumanController::greet() |
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| 236 | { |
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| 237 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 238 | HumanController::localController_s->controllableEntity_->greet(); |
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| 239 | } |
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| 240 | |
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| 241 | void HumanController::switchCamera() |
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| 242 | { |
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| 243 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 244 | HumanController::localController_s->controllableEntity_->switchCamera(); |
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| 245 | } |
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| 246 | |
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| 247 | void HumanController::mouseLook() |
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| 248 | { |
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| 249 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 250 | HumanController::localController_s->controllableEntity_->mouseLook(); |
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| 251 | } |
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| 252 | |
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| 253 | void HumanController::suicide() |
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| 254 | { |
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| 255 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 256 | { |
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| 257 | Pawn* pawn = orxonox_cast<Pawn*>(HumanController::localController_s->controllableEntity_); |
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| 258 | if (pawn) |
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| 259 | pawn->kill(); |
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| 260 | else if (HumanController::localController_s->player_) |
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| 261 | HumanController::localController_s->player_->stopControl(); |
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| 262 | } |
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| 263 | } |
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| 264 | |
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| 265 | void HumanController::toggleGodMode() |
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| 266 | { |
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| 267 | if (HumanController::localController_s) |
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| 268 | HumanController::localController_s->setGodMode(!HumanController::localController_s->getGodMode()); |
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| 269 | } |
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| 270 | |
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| 271 | void HumanController::myposition() |
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| 272 | { |
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| 273 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 274 | { |
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| 275 | const Vector3& position = HumanController::localController_s->controllableEntity_->getPosition(); |
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| 276 | const Quaternion& orientation = HumanController::localController_s->controllableEntity_->getOrientation(); |
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| 277 | |
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| 278 | orxout(message) << "position=\"" << position.x << ", " << position.y << ", " << position.z << "\" " |
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| 279 | << "orientation=\"" << orientation.w << ", " << orientation.x << ", " << orientation.y << ", " << orientation.z << "\"" << endl; |
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| 280 | } |
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| 281 | } |
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| 282 | |
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| 283 | /** |
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| 284 | @brief |
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| 285 | toggle the formation. Not usable, if formationflight is disabled generally (formationFlight_) |
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| 286 | */ |
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| 287 | void HumanController::toggleFormationFlight() |
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| 288 | { |
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| 289 | if (HumanController::localController_s) |
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| 290 | { |
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| 291 | if (!HumanController::localController_s->formationFlight_) |
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| 292 | { |
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| 293 | return; //dont use when formationFlight is disabled |
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| 294 | } |
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| 295 | if (HumanController::localController_s->state_==MASTER) |
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| 296 | { |
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| 297 | HumanController::localController_s->loseMasterState(); |
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| 298 | orxout(message) <<"FormationFlight disabled "<< endl; |
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| 299 | } else //SLAVE or FREE |
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| 300 | { |
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| 301 | HumanController::localController_s->takeLeadOfFormation(); |
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| 302 | orxout(message) <<"FormationFlight enabled "<< endl; |
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| 303 | } |
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| 304 | |
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| 305 | } |
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| 306 | |
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| 307 | } |
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| 308 | |
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| 309 | /** |
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| 310 | @brief |
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| 311 | Switch through the different Modes of formationflight. You must be a master of a formation to use. |
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| 312 | */ |
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| 313 | void HumanController::FFChangeMode() |
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| 314 | { |
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| 315 | if (HumanController::localController_s && HumanController::localController_s->state_==MASTER) |
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| 316 | { |
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| 317 | switch (HumanController::localController_s->getFormationMode()) { |
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| 318 | case NORMAL: |
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| 319 | HumanController::localController_s->setFormationMode(DEFEND); |
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| 320 | orxout(message) <<"Mode: DEFEND "<< endl; |
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| 321 | break; |
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| 322 | case DEFEND: |
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| 323 | HumanController::localController_s->setFormationMode(ATTACK); |
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| 324 | orxout(message) <<"Mode: ATTACK "<< endl; |
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| 325 | break; |
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| 326 | case ATTACK: |
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| 327 | HumanController::localController_s->setFormationMode(NORMAL); |
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| 328 | orxout(message) <<"Mode: NORMAL "<< endl; |
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| 329 | break; |
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| 330 | } |
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| 331 | } |
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| 332 | } |
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| 333 | |
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| 334 | void HumanController::addBots(unsigned int amount) |
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| 335 | { |
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| 336 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype()) |
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| 337 | HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount); |
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| 338 | } |
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| 339 | |
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| 340 | void HumanController::killBots(unsigned int amount) |
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| 341 | { |
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| 342 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype()) |
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| 343 | HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount); |
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| 344 | } |
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| 345 | |
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| 346 | Pawn* HumanController::getLocalControllerEntityAsPawn() |
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| 347 | { |
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| 348 | if (HumanController::localController_s) |
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| 349 | return orxonox_cast<Pawn*>(HumanController::localController_s->getControllableEntity()); |
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| 350 | else |
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| 351 | return NULL; |
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| 352 | } |
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| 353 | |
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| 354 | void HumanController::cycleNavigationFocus() |
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| 355 | { |
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| 356 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 357 | HumanController::localController_s->controllableEntity_->getScene()->getRadar()->cycleFocus(); |
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| 358 | } |
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| 359 | |
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| 360 | void HumanController::releaseNavigationFocus() |
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| 361 | { |
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| 362 | if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) |
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| 363 | HumanController::localController_s->controllableEntity_->getScene()->getRadar()->releaseFocus(); |
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| 364 | } |
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| 365 | |
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| 366 | void HumanController::pauseControl() |
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| 367 | { |
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| 368 | if (HumanController::localController_s) |
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| 369 | HumanController::localController_s->doPauseControl(); |
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| 370 | } |
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| 371 | |
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| 372 | void HumanController::resumeControl() |
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| 373 | { |
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| 374 | if (HumanController::localController_s) |
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| 375 | HumanController::localController_s->doResumeControl(); |
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| 376 | } |
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| 377 | } |
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