1 | |
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2 | /*! |
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3 | * @file playable.h |
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4 | * Interface for a basic controllable WorldEntity |
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5 | */ |
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6 | #ifndef _PLAYABLE_H |
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7 | #define _PLAYABLE_H |
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8 | |
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9 | #include "world_entity.h" |
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10 | #include "extendable.h" |
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11 | #include "event.h" |
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12 | #include <list> |
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13 | |
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14 | #include "world_entities/weapons/weapon_manager.h" |
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15 | |
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16 | class Weapon; |
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17 | class DotEmitter; |
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18 | class Player; |
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19 | class SpriteParticles; |
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20 | |
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21 | //! Basic controllable WorldEntity |
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22 | /** |
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23 | * |
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24 | */ |
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25 | class Playable : public WorldEntity, public Extendable |
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26 | { |
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27 | public: |
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28 | virtual ~Playable(); |
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29 | |
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30 | virtual void enter() = 0; |
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31 | virtual void leave() = 0; |
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32 | |
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33 | virtual bool pickup(PowerUp* powerUp); |
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34 | |
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35 | void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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36 | void removeWeapon(Weapon* weapon); |
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37 | void nextWeaponConfig(); |
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38 | void previousWeaponConfig(); |
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39 | |
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40 | inline WeaponManager* getWeaponManager() const { return this->weaponMan; }; |
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41 | void weaponConfigChanged(); |
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42 | |
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43 | |
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44 | bool subscribePlayer(Player* player); |
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45 | bool unsubscribePlayer(Player* player); |
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46 | |
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47 | void attachCamera(); |
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48 | void detachCamera(); |
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49 | |
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50 | virtual void collidesWith(WorldEntity* entity, const Vector& location); |
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51 | virtual void process(const Event &event); |
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52 | |
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53 | virtual void tick(float dt); |
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54 | |
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55 | /** @return a List of Events in PEV_* sytle */ |
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56 | inline const std::list<int>& getEventList() { return this->events; }; |
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57 | |
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58 | int writeSync(const byte* data, int length, int sender); |
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59 | int readSync(byte* data, int maxLength ); |
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60 | bool needsReadSync(); |
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61 | |
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62 | inline void setScore( int score ) { this->score = score; } |
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63 | inline int getScore() { return this->score; } |
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64 | |
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65 | protected: |
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66 | Playable(); |
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67 | |
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68 | void registerEvent(int eventType); |
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69 | void unregisterEvent(int eventType); |
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70 | |
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71 | private: |
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72 | WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping |
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73 | std::list<int> events; //!< A list of Events, that are captured for this playable |
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74 | |
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75 | Player* currentPlayer; //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL |
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76 | |
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77 | bool bFire; //!< If the Ship is firing. |
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78 | int oldFlags; //!< Used for synchronisation |
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79 | |
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80 | int score; |
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81 | int oldScore; |
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82 | |
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83 | //TODO HACK: explosion emitter |
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84 | DotEmitter* emitter; |
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85 | SpriteParticles* explosionParticles; |
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86 | }; |
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87 | |
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88 | #endif /* _PLAYABLE_H */ |
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