1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Silvan Nellen |
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13 | co-programmer: Benjamin Knecht |
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14 | */ |
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15 | |
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16 | |
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17 | #include "playable.h" |
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18 | |
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19 | #include "weapons/weapon_manager.h" |
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20 | #include "event_handler.h" |
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21 | #include "player.h" |
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22 | #include "state.h" |
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23 | |
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24 | #include "world_entities/projectiles/projectile.h" |
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25 | |
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26 | #include "power_ups/weapon_power_up.h" |
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27 | #include "power_ups/param_power_up.h" |
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28 | |
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29 | |
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30 | Playable::Playable() |
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31 | { |
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32 | this->setClassID(CL_PLAYABLE, "Playable"); |
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33 | PRINTF(4)("PLAYABLE INIT\n"); |
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34 | |
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35 | this->toList(OM_GROUP_01); |
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36 | this->weaponMan = new WeaponManager(this); |
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37 | |
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38 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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39 | this->currentPlayer = NULL; |
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40 | |
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41 | this->bFire = false; |
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42 | this->oldFlags = 0; |
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43 | |
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44 | this->setSynchronized(true); |
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45 | } |
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46 | |
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47 | |
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48 | |
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49 | Playable::~Playable() |
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50 | { |
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51 | delete this->weaponMan; |
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52 | |
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53 | if (this->currentPlayer) |
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54 | { |
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55 | PRINTF(2)("There is Still a Player subscribed to this Playable (%s::%s)\n", this->getClassName(), this->getName()); |
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56 | |
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57 | } |
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58 | } |
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59 | |
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60 | |
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61 | void Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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62 | { |
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63 | this->weaponMan->addWeapon(weapon, configID, slotID); |
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64 | |
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65 | this->weaponConfigChanged(); |
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66 | } |
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67 | |
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68 | |
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69 | void Playable::removeWeapon(Weapon* weapon) |
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70 | { |
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71 | this->weaponMan->removeWeapon(weapon); |
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72 | |
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73 | this->weaponConfigChanged(); |
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74 | } |
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75 | |
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76 | |
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77 | void Playable::nextWeaponConfig() |
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78 | { |
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79 | this->weaponMan->nextWeaponConfig(); |
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80 | this->weaponConfigChanged(); |
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81 | } |
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82 | |
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83 | |
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84 | void Playable::previousWeaponConfig() |
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85 | { |
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86 | this->weaponMan->previousWeaponConfig(); |
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87 | this->weaponConfigChanged(); |
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88 | } |
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89 | |
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90 | |
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91 | void Playable::weaponConfigChanged() |
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92 | { |
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93 | if (this->currentPlayer != NULL) |
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94 | this->currentPlayer->weaponConfigChanged(); |
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95 | } |
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96 | |
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97 | |
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98 | /** |
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99 | * @brief helps us colliding Playables |
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100 | */ |
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101 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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102 | { |
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103 | if (entity->isA(CL_PROJECTILE)) |
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104 | this->decreaseHealth(entity->getHealth()); |
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105 | |
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106 | // EXTREME HACK |
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107 | if (this->getHealth() == 0.0f) |
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108 | this->deactivateNode(); |
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109 | } |
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110 | |
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111 | /** |
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112 | * subscribe to all events the controllable needs |
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113 | * @param player the player that shall controll this Playable |
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114 | */ |
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115 | bool Playable::subscribePlayer(Player* player) |
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116 | { |
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117 | if (this->currentPlayer != NULL) |
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118 | { |
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119 | PRINTF(1)("Already registered Player:%s to this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName()); |
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120 | return false; |
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121 | } |
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122 | else |
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123 | { |
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124 | this->currentPlayer = player; |
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125 | /*EventHandler*/ |
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126 | EventHandler* evh = EventHandler::getInstance(); |
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127 | std::list<int>::iterator ev; |
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128 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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129 | evh->subscribe(player, ES_GAME, (*ev)); |
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130 | this->enter(); |
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131 | return true; |
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132 | } |
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133 | } |
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134 | |
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135 | /** |
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136 | * unsubscribe from all events the controllable needs |
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137 | * @param player the Player, that controlled this Ship. |
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138 | */ |
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139 | bool Playable::unsubscribePlayer(Player* player) |
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140 | { |
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141 | if (this->currentPlayer != player) |
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142 | { |
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143 | PRINTF(1)("not the right Player to unregister from this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName()); |
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144 | return false; |
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145 | } |
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146 | |
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147 | else |
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148 | { |
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149 | /*EventHandler*/ |
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150 | EventHandler* evh = EventHandler::getInstance(); |
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151 | std::list<int>::iterator ev; |
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152 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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153 | evh->unsubscribe( ES_GAME, (*ev)); |
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154 | |
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155 | this->leave(); |
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156 | this->currentPlayer = NULL; |
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157 | return true; |
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158 | } |
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159 | } |
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160 | |
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161 | bool Playable::pickup(PowerUp* powerUp) |
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162 | { |
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163 | if(powerUp->isA(CL_WEAPON_POWER_UP)) { |
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164 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager()); |
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165 | } |
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166 | else if(powerUp->isA(CL_PARAM_POWER_UP)) { |
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167 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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168 | switch(ppu->getType()) { |
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169 | case POWERUP_PARAM_HEALTH: |
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170 | this->increaseHealth(ppu->getValue()); |
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171 | return true; |
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172 | case POWERUP_PARAM_MAX_HEALTH: |
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173 | this->increaseHealthMax(ppu->getValue()); |
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174 | return true; |
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175 | } |
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176 | } |
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177 | return false; |
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178 | } |
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179 | |
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180 | /** |
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181 | * add an event to the event list of events this Playable can capture |
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182 | * @param eventType the Type of event to add |
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183 | */ |
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184 | void Playable::registerEvent(int eventType) |
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185 | { |
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186 | this->events.push_back(eventType); |
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187 | |
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188 | if (this->currentPlayer != NULL) |
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189 | EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); |
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190 | } |
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191 | |
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192 | /** |
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193 | * remove an event to the event list this Playable can capture. |
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194 | * @param event the event to unregister. |
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195 | */ |
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196 | void Playable::unregisterEvent(int eventType) |
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197 | { |
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198 | this->events.remove(eventType); |
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199 | |
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200 | if (this->currentPlayer != NULL) |
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201 | EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); |
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202 | } |
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203 | |
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204 | /** |
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205 | * @brief ticks a Playable |
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206 | * @param dt: the passed time since the last Tick |
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207 | */ |
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208 | void Playable::tick(float dt) |
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209 | { |
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210 | this->weaponMan->tick(dt); |
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211 | if (this->bFire) |
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212 | weaponMan->fire(); |
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213 | } |
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214 | |
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215 | |
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216 | /** |
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217 | * @brief processes Playable events. |
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218 | * @param event the Captured Event. |
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219 | */ |
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220 | void Playable::process(const Event &event) |
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221 | { |
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222 | if( event.type == KeyMapper::PEV_FIRE1) |
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223 | this->bFire = event.bPressed; |
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224 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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225 | { |
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226 | this->nextWeaponConfig(); |
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227 | } |
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228 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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229 | this->previousWeaponConfig(); |
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230 | } |
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231 | |
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232 | |
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233 | |
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234 | void Playable::attachCamera() |
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235 | { |
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236 | State::getCamera()->setParentSoft(this); |
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237 | State::getCameraTarget()->setParentSoft(this); |
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238 | |
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239 | } |
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240 | |
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241 | |
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242 | |
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243 | |
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244 | void Playable::detachCamera() |
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245 | { |
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246 | } |
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247 | |
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248 | #define FLAGS_bFire 1 |
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249 | |
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250 | int Playable::writeSync( const byte * data, int length, int sender ) |
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251 | { |
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252 | SYNCHELP_READ_BEGIN(); |
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253 | |
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254 | byte flags; |
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255 | |
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256 | SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); |
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257 | |
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258 | bFire = (flags & FLAGS_bFire) != 0; |
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259 | |
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260 | return SYNCHELP_READ_N; |
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261 | } |
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262 | |
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263 | int Playable::readSync( byte * data, int maxLength ) |
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264 | { |
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265 | SYNCHELP_WRITE_BEGIN(); |
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266 | byte flags = 0; |
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267 | |
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268 | if ( bFire ) |
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269 | flags |= FLAGS_bFire; |
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270 | |
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271 | |
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272 | SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); |
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273 | oldFlags = flags; |
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274 | |
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275 | |
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276 | return SYNCHELP_WRITE_N; |
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277 | } |
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278 | |
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279 | bool Playable::needsReadSync( ) |
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280 | { |
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281 | byte flags = 0; |
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282 | |
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283 | if ( bFire ) |
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284 | flags |= FLAGS_bFire; |
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285 | |
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286 | return flags!=oldFlags; |
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287 | } |
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