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source: code/trunk/src/orxonox/objects/controllers/HumanController.cc @ 2662

Last change on this file since 2662 was 2662, checked in by rgrieder, 15 years ago

Merged presentation branch back to trunk.

  • Property svn:eol-style set to native
File size: 7.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "HumanController.h"
31
32#include "core/CoreIncludes.h"
33#include "core/ConsoleCommand.h"
34#include "objects/worldentities/ControllableEntity.h"
35#include "objects/worldentities/pawns/Pawn.h"
36#include "objects/gametypes/Gametype.h"
37
38namespace orxonox
39{
40    SetConsoleCommand(HumanController, moveFrontBack, true).setAsInputCommand();
41    SetConsoleCommand(HumanController, moveRightLeft, true).setAsInputCommand();
42    SetConsoleCommand(HumanController, moveUpDown,    true).setAsInputCommand();
43    SetConsoleCommand(HumanController, rotateYaw,     true).setAsInputCommand();
44    SetConsoleCommand(HumanController, rotatePitch,   true).setAsInputCommand();
45    SetConsoleCommand(HumanController, rotateRoll,    true).setAsInputCommand();
46    SetConsoleCommand(HumanController, fire,          true).keybindMode(KeybindMode::OnHold);
47    SetConsoleCommand(HumanController, altFire,       true).keybindMode(KeybindMode::OnHold);
48    SetConsoleCommand(HumanController, boost,         true).keybindMode(KeybindMode::OnHold);
49    SetConsoleCommand(HumanController, greet,         true);
50    SetConsoleCommand(HumanController, use,           true);
51    SetConsoleCommand(HumanController, switchCamera,  true);
52    SetConsoleCommand(HumanController, mouseLook,     true);
53    SetConsoleCommand(HumanController, suicide,       true);
54    SetConsoleCommand(HumanController, addBots,       true).defaultValues(1);
55    SetConsoleCommand(HumanController, killBots,      true).defaultValues(0);
56    SetConsoleCommand(HumanController, dropItems,     true);
57
58    CreateUnloadableFactory(HumanController);
59
60    HumanController* HumanController::localController_s = 0;
61
62    HumanController::HumanController(BaseObject* creator) : Controller(creator)
63    {
64        RegisterObject(HumanController);
65
66        HumanController::localController_s = this;
67    }
68
69    HumanController::~HumanController()
70    {
71        HumanController::localController_s = 0;
72    }
73
74    void HumanController::moveFrontBack(const Vector2& value)
75    {
76        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
77            HumanController::localController_s->controllableEntity_->moveFrontBack(value);
78    }
79
80    void HumanController::moveRightLeft(const Vector2& value)
81    {
82        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
83            HumanController::localController_s->controllableEntity_->moveRightLeft(value);
84    }
85
86    void HumanController::moveUpDown(const Vector2& value)
87    {
88        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
89            HumanController::localController_s->controllableEntity_->moveUpDown(value);
90    }
91
92    void HumanController::rotateYaw(const Vector2& value)
93    {
94        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
95            HumanController::localController_s->controllableEntity_->rotateYaw(value);
96    }
97
98    void HumanController::rotatePitch(const Vector2& value)
99    {
100        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
101            HumanController::localController_s->controllableEntity_->rotatePitch(value);
102    }
103
104    void HumanController::rotateRoll(const Vector2& value)
105    {
106        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
107            HumanController::localController_s->controllableEntity_->rotateRoll(value);
108    }
109
110    void HumanController::fire()
111    {
112        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
113            HumanController::localController_s->controllableEntity_->fire(WeaponMode::fire);
114    }
115
116    void HumanController::altFire()
117    {
118        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
119            HumanController::localController_s->controllableEntity_->fire(WeaponMode::altFire);
120    }
121
122    void HumanController::boost()
123    {
124        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
125            HumanController::localController_s->controllableEntity_->boost();
126    }
127
128    void HumanController::greet()
129    {
130        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
131            HumanController::localController_s->controllableEntity_->greet();
132    }
133
134    void HumanController::use()
135    {
136        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
137            HumanController::localController_s->controllableEntity_->use();
138    }
139
140    void HumanController::switchCamera()
141    {
142        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
143            HumanController::localController_s->controllableEntity_->switchCamera();
144    }
145
146    void HumanController::mouseLook()
147    {
148        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
149            HumanController::localController_s->controllableEntity_->mouseLook();
150    }
151
152    void HumanController::suicide()
153    {
154        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
155        {
156            Pawn* pawn = dynamic_cast<Pawn*>(HumanController::localController_s->controllableEntity_);
157            if (pawn)
158                pawn->kill();
159        }
160    }
161
162    void HumanController::addBots(unsigned int amount)
163    {
164        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
165            HumanController::localController_s->controllableEntity_->getGametype()->addBots(amount);
166    }
167
168    void HumanController::killBots(unsigned int amount)
169    {
170        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())
171            HumanController::localController_s->controllableEntity_->getGametype()->killBots(amount);
172    }
173
174    void HumanController::dropItems()
175    {
176        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
177            HumanController::localController_s->controllableEntity_->dropItems();
178    }
179}
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