| 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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