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 "power_ups/weapon_power_up.h" |
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25 | #include "power_ups/param_power_up.h" |
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26 | |
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27 | |
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28 | Playable::Playable() |
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29 | { |
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30 | this->setClassID(CL_PLAYABLE, "Playable"); |
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31 | PRINTF(4)("PLAYABLE INIT\n"); |
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32 | |
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33 | this->toList(OM_GROUP_01); |
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34 | this->weaponMan = new WeaponManager(this); |
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35 | |
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36 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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37 | this->currentPlayer = NULL; |
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38 | } |
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39 | |
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40 | Playable::~Playable() |
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41 | { |
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42 | delete this->weaponMan; |
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43 | |
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44 | if (this->currentPlayer) |
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45 | { |
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46 | PRINTF(2)("There is Still a Player subscribed to this Playable (%s::%s)\n", this->getClassName(), this->getName()); |
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47 | |
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48 | } |
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49 | } |
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50 | |
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51 | |
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52 | void Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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53 | { |
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54 | this->weaponMan->addWeapon(weapon, configID, slotID); |
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55 | |
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56 | if (this->currentPlayer != NULL) |
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57 | this->currentPlayer->weaponConfigChanged(); |
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58 | } |
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59 | |
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60 | void Playable::removeWeapon(Weapon* weapon) |
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61 | { |
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62 | this->weaponMan->removeWeapon(weapon); |
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63 | |
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64 | if (this->currentPlayer != NULL) |
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65 | this->currentPlayer->weaponConfigChanged(); |
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66 | } |
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67 | |
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68 | void Playable::nextWeaponConfig() |
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69 | { |
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70 | this->weaponMan->nextWeaponConfig(); |
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71 | if (this->currentPlayer != NULL) |
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72 | this->currentPlayer->weaponConfigChanged(); |
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73 | } |
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74 | |
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75 | void Playable::previousWeaponConfig() |
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76 | { |
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77 | this->weaponMan->previousWeaponConfig(); |
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78 | if (this->currentPlayer != NULL) |
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79 | this->currentPlayer->weaponConfigChanged(); |
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80 | } |
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81 | |
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82 | |
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83 | /** |
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84 | * @brief helps us colliding Playables |
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85 | */ |
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86 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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87 | { |
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88 | if (entity->isA(CL_PROJECTILE)) |
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89 | this->removeEnergy(entity->getEnergy()); |
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90 | |
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91 | // EXTREME HACK |
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92 | if (this->getEnergy() == 0.0f) |
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93 | this->deactivateNode(); |
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94 | } |
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95 | |
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96 | /** |
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97 | * subscribe to all events the controllable needs |
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98 | * @param player the player that shall controll this Playable |
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99 | */ |
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100 | bool Playable::subscribePlayer(Player* player) |
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101 | { |
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102 | if (this->currentPlayer != NULL) |
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103 | { |
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104 | PRINTF(1)("Already registered Player:%s to this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName()); |
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105 | return false; |
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106 | } |
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107 | else |
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108 | { |
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109 | this->currentPlayer = player; |
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110 | /*EventHandler*/ |
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111 | EventHandler* evh = EventHandler::getInstance(); |
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112 | std::list<int>::iterator ev; |
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113 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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114 | evh->subscribe(player, ES_GAME, (*ev)); |
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115 | this->enter(); |
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116 | return true; |
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117 | } |
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118 | } |
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119 | |
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120 | /** |
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121 | * unsubscribe from all events the controllable needs |
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122 | * @param player the Player, that controlled this Ship. |
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123 | */ |
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124 | bool Playable::unsubscribePlayer(Player* player) |
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125 | { |
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126 | if (this->currentPlayer != player) |
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127 | { |
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128 | 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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129 | return false; |
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130 | } |
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131 | |
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132 | else |
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133 | { |
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134 | /*EventHandler*/ |
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135 | EventHandler* evh = EventHandler::getInstance(); |
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136 | std::list<int>::iterator ev; |
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137 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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138 | evh->unsubscribe( ES_GAME, (*ev)); |
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139 | |
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140 | this->leave(); |
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141 | this->currentPlayer = NULL; |
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142 | return true; |
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143 | } |
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144 | } |
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145 | |
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146 | bool Playable::pickup(PowerUp* powerUp) |
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147 | { |
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148 | if(powerUp->isA(CL_WEAPON_POWER_UP)) { |
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149 | Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon(); |
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150 | WeaponManager* manager = this->getWeaponManager(); |
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151 | int slot = manager->getNextFreeSlot(0, weapon->getCapability()); |
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152 | if(slot >= 0) { |
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153 | manager->addWeapon(weapon, 0, slot); |
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154 | return true; |
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155 | } |
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156 | } |
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157 | else if(powerUp->isA(CL_PARAM_POWER_UP)) { |
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158 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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159 | switch(ppu->getType()) { |
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160 | case POWERUP_PARAM_HEALTH: |
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161 | this->addEnergy(ppu->getValue()); |
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162 | return true; |
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163 | case POWERUP_PARAM_MAX_HEALTH: |
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164 | this->setMaxEnergy(this->getMaxEnergy() + ppu->getValue()); |
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165 | return true; |
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166 | } |
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167 | } |
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168 | return false; |
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169 | } |
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170 | |
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171 | /** |
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172 | * add an event to the event list of events this Playable can capture |
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173 | * @param eventType the Type of event to add |
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174 | */ |
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175 | void Playable::registerEvent(int eventType) |
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176 | { |
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177 | this->events.push_back(eventType); |
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178 | |
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179 | if (this->currentPlayer != NULL) |
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180 | EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); |
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181 | } |
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182 | |
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183 | /** |
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184 | * remove an event to the event list this Playable can capture. |
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185 | * @param event the event to unregister. |
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186 | */ |
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187 | void Playable::unregisterEvent(int eventType) |
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188 | { |
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189 | this->events.remove(eventType); |
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190 | |
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191 | if (this->currentPlayer != NULL) |
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192 | EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); |
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193 | } |
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194 | |
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195 | |
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196 | void Playable::attachCamera() |
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197 | { |
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198 | State::getCamera()->setParentSoft(this); |
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199 | State::getCameraTarget()->setParentSoft(this); |
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200 | |
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201 | } |
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202 | |
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203 | |
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204 | void Playable::detachCamera() |
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205 | { |
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206 | } |
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