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source: orxonox.OLD/branches/atmospheric_engine/src/world_entities/playable.h @ 8187

Last change on this file since 8187 was 7412, checked in by bensch, 19 years ago

orxonox/trunk: Another CompletionMode is working

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1
2/*!
3 * @file playable.h
4 * Interface for a basic controllable WorldEntity
5 */
6#ifndef _PLAYABLE_H
7#define _PLAYABLE_H
8
9#include "world_entity.h"
10#include "extendable.h"
11#include "event.h"
12#include <vector>
13
14#include "world_entities/weapons/weapon_manager.h"
15
16class Weapon;
17class DotEmitter;
18class Player;
19class SpriteParticles;
20class Explosion;
21
22//! Basic controllable WorldEntity
23/**
24 *
25 */
26class Playable : public WorldEntity, public Extendable
27{
28public:
29  //! Defines the Playmode of an Entity.
30  typedef enum {
31    Vertical         = 1,       //!< Vertical (seen from left or right/move in x-z)
32    Horizontal       = 2,       //!< Horizontal (seet from the top/move in x-y)
33    FromBehind       = 4,       //!< Seen from behind (move in z-y)
34    Full3D           = 8,       //!< Full featured 3D-mode. (move in all directions x-y-z)
35
36    PlaymodeCount    = 4,
37  } Playmode;
38
39
40public:
41  virtual ~Playable();
42
43  virtual void loadParams(const TiXmlElement* root);
44
45  // Weapon and Pickups
46  virtual bool pickup(PowerUp* powerUp);
47  bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1);
48  void removeWeapon(Weapon* weapon);
49  void nextWeaponConfig();
50  void previousWeaponConfig();
51  inline WeaponManager& getWeaponManager() { return this->weaponMan; };
52  void weaponConfigChanged();
53  static void addSomeWeapons_CHEAT();
54
55
56  // Player Settup
57  bool setPlayer(Player* player);
58  Player* getCurrentPlayer() const { return this->currentPlayer; };
59  /** @return a List of Events in PEV_* sytle */
60  inline const std::vector<int>& getEventList() { return this->events; };
61
62  // Camera and Playmode
63  void attachCamera();
64  void detachCamera();
65  void setCameraMode(unsigned int cameraMode = 0);
66  bool playmodeSupported(Playable::Playmode playmode) const { return this->supportedPlaymodes & playmode; };
67  bool setPlaymode(Playable::Playmode playmode);
68  Playable::Playmode getPlaymode() const { return this->playmode; };
69  virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) = 0;
70  void setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed = 0.0f);
71
72  inline void setScore( int score ) { this->score = score; }
73  inline int  getScore() { return this->score; }
74
75
76  // WorldEntity Extensions
77  virtual void die();
78  virtual void respawn();
79  virtual void collidesWith(WorldEntity* entity, const Vector& location);
80  virtual void process(const Event &event);
81  virtual void tick(float dt);
82
83  // NETWORK
84  int       writeSync(const byte* data, int length, int sender);
85  int       readSync(byte* data, int maxLength );
86  bool      needsReadSync();
87
88
89  // Transformations:
90  static Playable::Playmode stringToPlaymode(const std::string& playmode);
91  static const std::string& playmodeToString(Playable::Playmode playmode);
92  static const std::string playmodeNames[];
93
94protected:
95  Playable();
96
97  // Player Setup
98  virtual void enter() = 0;
99  virtual void leave() = 0;
100  // Playmode
101  void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; };
102  virtual void enterPlaymode(Playable::Playmode playmode);
103
104  // Events.
105  void registerEvent(int eventType);
106  void unregisterEvent(int eventType);
107
108private:
109  WeaponManager         weaponMan;          //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
110  std::vector<int>      events;             //!< A list of Events, that are captured for this playable
111
112  Player*               currentPlayer;      //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL
113
114  bool                  bFire;              //!< If the Ship is firing.
115  int                   oldFlags;           //!< Used for synchronisation
116
117  int                   score;
118  int                   oldScore;
119
120  bool                  bDead;
121  short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
122  Playable::Playmode    playmode;           //!< The current playmode.
123
124  WorldEntity* collider;
125};
126
127#endif /* _PLAYABLE_H */
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