| 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 | * Reto Grieder |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #ifndef _ControllableEntity_H__ |
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| 30 | #define _ControllableEntity_H__ |
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| 31 | |
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| 32 | #include "OrxonoxPrereqs.h" |
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| 33 | |
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| 34 | #include <list> |
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| 35 | #include <string> |
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| 36 | #include "util/Math.h" |
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| 37 | #include "MobileEntity.h" |
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| 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | /** |
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| 42 | @brief |
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| 43 | The ControllableEntity is derived from the @ref orxonox::MobileEntity. ControllableEntities can be controlled by @ref orxonox::Controller Controllers. |
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| 44 | A Controller will call (based on user input, AI decision, ...) for example the function @see moveFrontBack or the function @see rotateYaw to |
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| 45 | move the ControllableEntity through space. A Controller could also call the @see boost function to tell the ControllableEntity that he wants it to boost. |
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| 46 | */ |
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| 47 | |
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| 48 | class _OrxonoxExport ControllableEntity : public MobileEntity |
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| 49 | { |
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| 50 | friend class PlayerInfo; // PlayerInfo uses setPlayer and removePlayer |
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| 51 | |
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| 52 | public: |
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| 53 | ControllableEntity(Context* context); |
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| 54 | virtual ~ControllableEntity(); |
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| 55 | |
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| 56 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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| 57 | virtual void tick(float dt) override; |
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| 58 | void setConfigValues(); |
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| 59 | |
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| 60 | virtual void changedPlayer() {} |
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| 61 | |
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| 62 | inline PlayerInfo* getPlayer() const |
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| 63 | { return this->player_; } |
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| 64 | /** |
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| 65 | @brief Get the player even after the ControllableEntity has stopped being the players ControllableEntity. |
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| 66 | @return Returns the most recent PlayerInfo. |
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| 67 | */ |
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| 68 | inline PlayerInfo* getFormerPlayer() const |
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| 69 | { return this->formerPlayer_; } |
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| 70 | |
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| 71 | inline void setDestroyWhenPlayerLeft(bool bDestroy) |
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| 72 | { this->bDestroyWhenPlayerLeft_ = bDestroy; } |
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| 73 | inline bool getDestroyWhenPlayerLeft() const |
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| 74 | { return this->bDestroyWhenPlayerLeft_; } |
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| 75 | |
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| 76 | virtual void moveFrontBack(const Vector2& value) {} |
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| 77 | virtual void moveRightLeft(const Vector2& value) {} |
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| 78 | virtual void moveUpDown(const Vector2& value) {} |
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| 79 | |
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| 80 | virtual void rotateYaw(const Vector2& value); |
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| 81 | virtual void rotatePitch(const Vector2& value); |
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| 82 | virtual void rotateRoll(const Vector2& value); |
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| 83 | |
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| 84 | inline void moveFrontBack(float value) |
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| 85 | { this->moveFrontBack(Vector2(value, 0)); } |
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| 86 | inline void moveRightLeft(float value) |
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| 87 | { this->moveRightLeft(Vector2(value, 0)); } |
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| 88 | inline void moveUpDown(float value) |
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| 89 | { this->moveUpDown(Vector2(value, 0)); } |
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| 90 | |
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| 91 | inline void rotateYaw(float value) |
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| 92 | { this->rotateYaw(Vector2(value, 0)); } |
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| 93 | inline void rotatePitch(float value) |
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| 94 | { this->rotatePitch(Vector2(value, 0)); } |
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| 95 | inline void rotateRoll(float value) |
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| 96 | { this->rotateRoll(Vector2(value, 0)); } |
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| 97 | |
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| 98 | void fire(unsigned int firemode); |
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| 99 | virtual void fired(unsigned int firemode) {} |
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| 100 | virtual void reload() {} |
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| 101 | |
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| 102 | /** |
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| 103 | @brief Tells the ControllableEntity to either start or stop boosting. |
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| 104 | This doesn't mean, that the ControllableEntity will do so, there might be additional restrictions on boosting, but if it can, then it will. |
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| 105 | @param bBoost If true the ControllableEntity is told to start boosting, if false it is told to stop. |
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| 106 | */ |
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| 107 | virtual void boost(bool bBoost) {} |
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| 108 | |
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| 109 | virtual void greet() {} |
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| 110 | virtual void switchCamera(); |
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| 111 | virtual void mouseLook(); |
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| 112 | |
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| 113 | inline const std::string& getHudTemplate() const |
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| 114 | { return this->hudtemplate_; } |
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| 115 | |
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| 116 | inline Camera* getCamera() const |
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| 117 | { return this->camera_; } |
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| 118 | inline OverlayGroup* getHUD() const |
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| 119 | { return this->hud_; } |
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| 120 | |
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| 121 | void addCameraPosition(CameraPosition* position); |
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| 122 | CameraPosition* getCameraPosition(unsigned int index) const; |
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| 123 | inline const std::list<StrongPtr<CameraPosition>>& getCameraPositions() const |
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| 124 | { return this->cameraPositions_; } |
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| 125 | unsigned int getCurrentCameraIndex() const; |
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| 126 | bool setCameraPosition(unsigned int index); |
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| 127 | |
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| 128 | inline void setCameraPositionTemplate(const std::string& name) |
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| 129 | { this->cameraPositionTemplate_ = name; } |
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| 130 | inline const std::string& getCameraPositionTemplate() const |
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| 131 | { return this->cameraPositionTemplate_; } |
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| 132 | |
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| 133 | inline void setReverseCamera(CameraPosition* camera) |
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| 134 | { this->reverseCamera_ = camera; } |
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| 135 | inline CameraPosition* getReverseCamera() const |
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| 136 | { return this->reverseCamera_; } |
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| 137 | |
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| 138 | using WorldEntity::setPosition; |
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| 139 | using WorldEntity::setOrientation; |
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| 140 | using MobileEntity::setVelocity; |
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| 141 | using MobileEntity::setAngularVelocity; |
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| 142 | |
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| 143 | virtual void setPosition(const Vector3& position) override; |
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| 144 | virtual void setOrientation(const Quaternion& orientation) override; |
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| 145 | virtual void setVelocity(const Vector3& velocity) override; |
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| 146 | virtual void setAngularVelocity(const Vector3& velocity) override; |
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| 147 | |
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| 148 | inline bool hasLocalController() const |
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| 149 | { return this->bHasLocalController_; } |
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| 150 | inline bool hasHumanController() const |
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| 151 | { return this->bHasHumanController_; } |
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| 152 | |
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| 153 | inline bool isInMouseLook() const |
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| 154 | { return this->bMouseLook_; } |
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| 155 | inline float getMouseLookSpeed() const |
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| 156 | { return this->mouseLookSpeed_; } |
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| 157 | inline CameraPosition* getCurrentCameraPosition() |
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| 158 | { return this->currentCameraPosition_; } |
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| 159 | |
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| 160 | inline Controller* getXMLController() const |
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| 161 | { return this->xmlcontroller_; } |
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| 162 | |
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| 163 | inline Controller* getController() const |
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| 164 | { return this->controller_; } |
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| 165 | void setController(Controller* val); |
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| 166 | |
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| 167 | |
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| 168 | virtual void setTarget( WorldEntity* target ); |
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| 169 | virtual WorldEntity* getTarget() |
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| 170 | { return this->target_; } |
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| 171 | void setTargetInternal( uint32_t targetID ); |
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| 172 | |
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| 173 | inline void setTeam(int team) |
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| 174 | { this->team_ = team; } |
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| 175 | inline int getTeam() const |
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| 176 | { return this->team_; } |
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| 177 | |
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| 178 | protected: |
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| 179 | virtual void preDestroy() override; |
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| 180 | |
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| 181 | virtual void setPlayer(PlayerInfo* player); // don't call this directly, use friend class PlayerInfo instead |
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| 182 | virtual void removePlayer(); // don't call this directly, use friend class PlayerInfo instead |
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| 183 | |
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| 184 | virtual void startLocalHumanControl(); |
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| 185 | virtual void stopLocalHumanControl(); |
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| 186 | virtual void parentChanged() override; |
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| 187 | |
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| 188 | inline void setHudTemplate(const std::string& name) |
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| 189 | { this->hudtemplate_ = name; } |
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| 190 | // HACK-ish |
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| 191 | void createHud(void); |
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| 192 | void destroyHud(void); |
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| 193 | |
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| 194 | Ogre::SceneNode* cameraPositionRootNode_; |
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| 195 | |
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| 196 | private: |
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| 197 | void registerVariables(); |
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| 198 | void setXMLController(Controller* controller); |
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| 199 | |
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| 200 | void overwrite(); |
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| 201 | void processOverwrite(); |
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| 202 | |
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| 203 | void processServerPosition(); |
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| 204 | void processServerLinearVelocity(); |
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| 205 | void processServerOrientation(); |
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| 206 | void processServerAngularVelocity(); |
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| 207 | |
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| 208 | void processClientPosition(); |
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| 209 | void processClientLinearVelocity(); |
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| 210 | void processClientOrientation(); |
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| 211 | void processClientAngularVelocity(); |
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| 212 | |
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| 213 | void networkcallback_changedplayerID(); |
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| 214 | |
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| 215 | // Bullet btMotionState related |
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| 216 | virtual void setWorldTransform(const btTransform& worldTrans) override; |
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| 217 | |
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| 218 | unsigned int server_overwrite_; |
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| 219 | unsigned int client_overwrite_; |
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| 220 | |
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| 221 | bool bHasLocalController_; |
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| 222 | bool bHasHumanController_; |
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| 223 | bool bDestroyWhenPlayerLeft_; |
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| 224 | |
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| 225 | Vector3 server_position_; |
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| 226 | Vector3 client_position_; |
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| 227 | Vector3 server_linear_velocity_; |
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| 228 | Vector3 client_linear_velocity_; |
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| 229 | Quaternion server_orientation_; |
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| 230 | Quaternion client_orientation_; |
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| 231 | Vector3 server_angular_velocity_; |
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| 232 | Vector3 client_angular_velocity_; |
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| 233 | |
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| 234 | PlayerInfo* player_; |
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| 235 | PlayerInfo* formerPlayer_; |
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| 236 | unsigned int playerID_; |
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| 237 | |
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| 238 | std::string hudtemplate_; |
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| 239 | OverlayGroup* hud_; |
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| 240 | |
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| 241 | Camera* camera_; |
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| 242 | bool bMouseLook_; |
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| 243 | float mouseLookSpeed_; |
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| 244 | std::list<StrongPtr<CameraPosition>> cameraPositions_; |
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| 245 | CameraPosition* currentCameraPosition_; |
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| 246 | std::string cameraPositionTemplate_; |
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| 247 | Controller* xmlcontroller_; |
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| 248 | WeakPtr<Controller> controller_; |
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| 249 | CameraPosition* reverseCamera_; |
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| 250 | WeakPtr<WorldEntity> target_; |
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| 251 | |
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| 252 | int team_ ; //<! teamnumber |
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| 253 | }; |
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| 254 | } |
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| 255 | |
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| 256 | #endif /* _ControllableEntity_H__ */ |
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