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source: orxonox.OLD/branches/avi_play/src/world_entities/playable.cc @ 6926

Last change on this file since 6926 was 6710, checked in by bensch, 19 years ago

merged the powerups back to the trunk

File size: 4.8 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Silvan Nellen
13   co-programmer: Benjamin Knecht
14*/
15
16
17#include "playable.h"
18
19#include "weapons/weapon_manager.h"
20#include "event_handler.h"
21#include "player.h"
22#include "state.h"
23
24#include "world_entities/projectiles/projectile.h"
25
26#include "power_ups/weapon_power_up.h"
27#include "power_ups/param_power_up.h"
28
29
30Playable::Playable()
31{
32  this->setClassID(CL_PLAYABLE, "Playable");
33  PRINTF(4)("PLAYABLE INIT\n");
34
35  this->toList(OM_GROUP_01);
36  this->weaponMan = new WeaponManager(this);
37
38  // the reference to the Current Player is NULL, because we dont have one at the beginning.
39  this->currentPlayer = NULL;
40
41  this->setSynchronized(true);
42}
43
44
45
46Playable::~Playable()
47{
48  delete this->weaponMan;
49
50  if (this->currentPlayer)
51  {
52    PRINTF(2)("There is Still a Player subscribed to this Playable (%s::%s)\n", this->getClassName(), this->getName());
53
54  }
55}
56
57
58void Playable::addWeapon(Weapon* weapon, int configID, int slotID)
59{
60  this->weaponMan->addWeapon(weapon, configID, slotID);
61
62  this->weaponConfigChanged();
63}
64
65
66void Playable::removeWeapon(Weapon* weapon)
67{
68  this->weaponMan->removeWeapon(weapon);
69
70    this->weaponConfigChanged();
71}
72
73
74void Playable::nextWeaponConfig()
75{
76  this->weaponMan->nextWeaponConfig();
77    this->weaponConfigChanged();
78}
79
80
81void Playable::previousWeaponConfig()
82{
83  this->weaponMan->previousWeaponConfig();
84    this->weaponConfigChanged();
85}
86
87
88void Playable::weaponConfigChanged()
89{
90  if (this->currentPlayer != NULL)
91    this->currentPlayer->weaponConfigChanged();
92}
93
94
95/**
96 * @brief helps us colliding Playables
97 */
98void Playable::collidesWith(WorldEntity* entity, const Vector& location)
99{
100  if (entity->isA(CL_PROJECTILE))
101    this->decreaseHealth(entity->getHealth());
102
103  // EXTREME HACK
104  if (this->getHealth() == 0.0f)
105    this->deactivateNode();
106}
107
108/**
109 * subscribe to all events the controllable needs
110 * @param player the player that shall controll this Playable
111 */
112bool Playable::subscribePlayer(Player* player)
113{
114  if (this->currentPlayer != NULL)
115  {
116    PRINTF(1)("Already registered Player:%s to this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName());
117    return false;
118  }
119  else
120  {
121    this->currentPlayer = player;
122    /*EventHandler*/
123    EventHandler* evh = EventHandler::getInstance();
124    std::list<int>::iterator ev;
125    for (ev = this->events.begin(); ev != events.end(); ev++)
126      evh->subscribe(player, ES_GAME, (*ev));
127    this->enter();
128    return true;
129  }
130}
131
132/**
133 * unsubscribe from all events the controllable needs
134 * @param player the Player, that controlled this Ship.
135 */
136bool Playable::unsubscribePlayer(Player* player)
137{
138  if (this->currentPlayer != player)
139  {
140    PRINTF(1)("not the right Player to unregister from this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName());
141    return false;
142  }
143
144  else
145  {
146    /*EventHandler*/
147    EventHandler* evh = EventHandler::getInstance();
148    std::list<int>::iterator ev;
149    for (ev = this->events.begin(); ev != events.end(); ev++)
150      evh->unsubscribe( ES_GAME, (*ev));
151
152    this->leave();
153    this->currentPlayer = NULL;
154    return true;
155  }
156}
157
158bool Playable::pickup(PowerUp* powerUp)
159{
160  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
161    Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon();
162    WeaponManager* manager = this->getWeaponManager();
163    return manager->addWeapon(weapon);
164  }
165  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
166    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
167    switch(ppu->getType()) {
168      case POWERUP_PARAM_HEALTH:
169        this->increaseHealth(ppu->getValue());
170        return true;
171      case POWERUP_PARAM_MAX_HEALTH:
172        this->increaseHealthMax(ppu->getValue());
173        return true;
174    }
175  }
176  return false;
177}
178
179/**
180 * add an event to the event list of events this Playable can capture
181 * @param eventType the Type of event to add
182 */
183void Playable::registerEvent(int eventType)
184{
185  this->events.push_back(eventType);
186
187  if (this->currentPlayer != NULL)
188    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
189}
190
191/**
192 * remove an event to the event list this Playable can capture.
193 * @param event the event to unregister.
194 */
195void Playable::unregisterEvent(int eventType)
196{
197  this->events.remove(eventType);
198
199  if (this->currentPlayer != NULL)
200    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
201}
202
203
204void  Playable::attachCamera()
205{
206  State::getCamera()->setParentSoft(this);
207  State::getCameraTarget()->setParentSoft(this);
208
209}
210
211
212void  Playable::detachCamera()
213{
214}
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