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 "key_mapper.h" |
---|
20 | |
---|
21 | #include "player.h" |
---|
22 | #include "state.h" |
---|
23 | #include "tools/camera.h" |
---|
24 | |
---|
25 | #include "util/loading/load_param.h" |
---|
26 | |
---|
27 | #include "items/power_ups/weapon_power_up.h" |
---|
28 | #include "items/power_ups/param_power_up.h" |
---|
29 | |
---|
30 | #include "game_rules.h" |
---|
31 | |
---|
32 | #include "particles/dot_emitter.h" |
---|
33 | #include "particles/sprite_particles.h" |
---|
34 | |
---|
35 | #include "shared_network_data.h" |
---|
36 | |
---|
37 | #include "effects/explosion.h" |
---|
38 | #include "kill.cc" |
---|
39 | |
---|
40 | #include "shell_command.h" |
---|
41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
---|
42 | ->setAlias("orxoWeapon"); |
---|
43 | ObjectListDefinition(Playable); |
---|
44 | |
---|
45 | Playable::Playable() |
---|
46 | : weaponMan(this) |
---|
47 | ,supportedPlaymodes(Playable::Full3D), |
---|
48 | playmode(Playable::Full3D) |
---|
49 | { |
---|
50 | this->registerObject(this, Playable::_objectList); |
---|
51 | PRINTF(4)("PLAYABLE INIT\n"); |
---|
52 | |
---|
53 | this->toList(OM_GROUP_01); |
---|
54 | |
---|
55 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
---|
56 | this->currentPlayer = NULL; |
---|
57 | |
---|
58 | this->bFire = false; |
---|
59 | this->oldFlags = 0; |
---|
60 | |
---|
61 | this->setSynchronized(true); |
---|
62 | |
---|
63 | this->score = 0; |
---|
64 | this->collider = NULL; |
---|
65 | this->enterRadius = 10.0f; |
---|
66 | |
---|
67 | this->bDead = false; |
---|
68 | |
---|
69 | |
---|
70 | this->teamChangeHandler = registerVarId( new SynchronizeableInt( &this->teamId, &this->teamId, "team-id", PERMISSION_MASTER_SERVER ) ); |
---|
71 | |
---|
72 | registerVar( new SynchronizeableInt( &score, &score, "score", PERMISSION_MASTER_SERVER ) ); |
---|
73 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); |
---|
74 | } |
---|
75 | |
---|
76 | |
---|
77 | /** |
---|
78 | * @brief destroys the Playable |
---|
79 | */ |
---|
80 | Playable::~Playable() |
---|
81 | { |
---|
82 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
---|
83 | // this->setPlayer(NULL); |
---|
84 | // IN ITS DESTRUCTOR. |
---|
85 | |
---|
86 | assert(this->currentPlayer == NULL); |
---|
87 | } |
---|
88 | |
---|
89 | /** |
---|
90 | * @brief loads Playable parameters onto the Playable |
---|
91 | * @param root the XML-root to load from |
---|
92 | */ |
---|
93 | void Playable::loadParams(const TiXmlElement* root) |
---|
94 | { |
---|
95 | WorldEntity::loadParams(root); |
---|
96 | |
---|
97 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
---|
98 | LoadParam(root, "enter-radius", this, Playable, setEnterRadius) |
---|
99 | .describe("The Distance one can enter the ship from."); |
---|
100 | } |
---|
101 | |
---|
102 | /** |
---|
103 | * @brief picks up a powerup |
---|
104 | * @param powerUp the PowerUp that should be picked. |
---|
105 | * @returns true on success (pickup was picked, false otherwise) |
---|
106 | * |
---|
107 | * This function also checks if the Pickup can be picked up by this Playable |
---|
108 | */ |
---|
109 | bool Playable::pickup(PowerUp* powerUp) |
---|
110 | { |
---|
111 | /// FIXME TOTALLY |
---|
112 | if(powerUp->isA(WeaponPowerUp::staticClassID())) |
---|
113 | { |
---|
114 | return static_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
---|
115 | } |
---|
116 | else if(powerUp->isA(ParamPowerUp::staticClassID())) |
---|
117 | { |
---|
118 | ParamPowerUp* ppu = static_cast<ParamPowerUp*>(powerUp); |
---|
119 | switch(ppu->getType()) |
---|
120 | { |
---|
121 | case POWERUP_PARAM_HEALTH: |
---|
122 | this->increaseHealth(ppu->getValue()); |
---|
123 | return true; |
---|
124 | case POWERUP_PARAM_MAX_HEALTH: |
---|
125 | this->increaseHealthMax(ppu->getValue()); |
---|
126 | return true; |
---|
127 | default: |
---|
128 | /// EVERYTHING THAT IS NOT HANDLED |
---|
129 | /// FIXME |
---|
130 | return false; |
---|
131 | } |
---|
132 | } |
---|
133 | return false; |
---|
134 | } |
---|
135 | |
---|
136 | /** |
---|
137 | * @brief adds a Weapon to the Playable. |
---|
138 | * @param weapon the Weapon to add. |
---|
139 | * @param configID the Configuration ID to add this weapon to. |
---|
140 | * @param slotID the slotID to add the Weapon to. |
---|
141 | */ |
---|
142 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
---|
143 | { |
---|
144 | weapon->setOwner(this->getOwner()); |
---|
145 | |
---|
146 | |
---|
147 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
---|
148 | { |
---|
149 | this->weaponConfigChanged(); |
---|
150 | return true; |
---|
151 | } |
---|
152 | else |
---|
153 | { |
---|
154 | if (weapon != NULL) |
---|
155 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
---|
156 | weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); |
---|
157 | else |
---|
158 | PRINTF(2)("No weapon defined\n"); |
---|
159 | return false; |
---|
160 | |
---|
161 | } |
---|
162 | } |
---|
163 | |
---|
164 | /** |
---|
165 | * @brief removes a Weapon. |
---|
166 | * @param weapon the Weapon to remove. |
---|
167 | */ |
---|
168 | void Playable::removeWeapon(Weapon* weapon) |
---|
169 | { |
---|
170 | this->weaponMan.removeWeapon(weapon); |
---|
171 | |
---|
172 | this->weaponConfigChanged(); |
---|
173 | } |
---|
174 | |
---|
175 | /** |
---|
176 | * @brief jumps to the next WeaponConfiguration |
---|
177 | */ |
---|
178 | void Playable::nextWeaponConfig() |
---|
179 | { |
---|
180 | this->weaponMan.nextWeaponConfig(); |
---|
181 | this->weaponConfigChanged(); |
---|
182 | } |
---|
183 | |
---|
184 | /** |
---|
185 | * @brief moves to the last WeaponConfiguration |
---|
186 | */ |
---|
187 | void Playable::previousWeaponConfig() |
---|
188 | { |
---|
189 | this->weaponMan.previousWeaponConfig(); |
---|
190 | this->weaponConfigChanged(); |
---|
191 | } |
---|
192 | |
---|
193 | /** |
---|
194 | * @brief tells the Player, that the Weapon-Configuration has changed. |
---|
195 | * |
---|
196 | * TODO remove this |
---|
197 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
---|
198 | */ |
---|
199 | void Playable::weaponConfigChanged() |
---|
200 | { |
---|
201 | if (this->currentPlayer != NULL) |
---|
202 | this->currentPlayer->weaponConfigChanged(); |
---|
203 | } |
---|
204 | |
---|
205 | /** |
---|
206 | * @brief a Cheat that gives us some Weapons |
---|
207 | */ |
---|
208 | void Playable::addSomeWeapons_CHEAT() |
---|
209 | { |
---|
210 | if (State::getPlayer() != NULL) |
---|
211 | { |
---|
212 | Playable* playable = State::getPlayer()->getPlayable(); |
---|
213 | if (playable != NULL) |
---|
214 | { |
---|
215 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
---|
216 | playable->addWeapon(Weapon::createWeapon("Hyperblaster")); |
---|
217 | playable->addWeapon(Weapon::createWeapon("Turret")); |
---|
218 | playable->addWeapon(Weapon::createWeapon("AimingTurret")); |
---|
219 | playable->addWeapon(Weapon::createWeapon("Cannon")); |
---|
220 | playable->addWeapon(Weapon::createWeapon("TargetingTurret")); |
---|
221 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
---|
222 | } |
---|
223 | } |
---|
224 | } |
---|
225 | |
---|
226 | /** |
---|
227 | * @brief subscribe to all events the controllable needs |
---|
228 | * @param player the player that shall controll this Playable |
---|
229 | * @returns false on error true otherwise. |
---|
230 | */ |
---|
231 | bool Playable::setPlayer(Player* player) |
---|
232 | { |
---|
233 | // if we already have a Player inside do nothing |
---|
234 | if (this->currentPlayer != NULL && player != NULL) |
---|
235 | { |
---|
236 | return false; |
---|
237 | } |
---|
238 | |
---|
239 | // eject the Player if player == NULL |
---|
240 | if (this->currentPlayer != NULL && player == NULL) |
---|
241 | { |
---|
242 | PRINTF(4)("Player gets ejected\n"); |
---|
243 | |
---|
244 | // unsubscibe all events. |
---|
245 | std::vector<int>::iterator ev; |
---|
246 | for (ev = this->events.begin(); ev != events.end(); ev++) |
---|
247 | player->unsubscribeEvent(ES_GAME, (*ev)); |
---|
248 | |
---|
249 | // leave the entity |
---|
250 | this->leave(); |
---|
251 | |
---|
252 | // eject the current Player. |
---|
253 | Player* ejectPlayer = this->currentPlayer; |
---|
254 | this->currentPlayer = NULL; |
---|
255 | // eject the Player. |
---|
256 | ejectPlayer->setPlayable(NULL); |
---|
257 | |
---|
258 | return true; |
---|
259 | } |
---|
260 | |
---|
261 | // get the new Player inside |
---|
262 | if (this->currentPlayer == NULL && player != NULL) |
---|
263 | { |
---|
264 | PRINTF(4)("New Player gets inside\n"); |
---|
265 | this->currentPlayer = player; |
---|
266 | if (this->currentPlayer->getPlayable() != this) |
---|
267 | this->currentPlayer->setPlayable(this); |
---|
268 | |
---|
269 | /*EventHandler*/ |
---|
270 | std::vector<int>::iterator ev; |
---|
271 | for (ev = this->events.begin(); ev != events.end(); ev++) |
---|
272 | player->subscribeEvent(ES_GAME, (*ev)); |
---|
273 | |
---|
274 | this->enter(); |
---|
275 | return true; |
---|
276 | } |
---|
277 | |
---|
278 | return false; |
---|
279 | } |
---|
280 | |
---|
281 | |
---|
282 | /** |
---|
283 | * @brief sets the TeamID and all the properties needed to be visible on the Playable |
---|
284 | * @param teamID: the new TeamID of the Entity |
---|
285 | */ |
---|
286 | void Playable::setTeam(int teamID) |
---|
287 | { |
---|
288 | /// Derive this function to make it look different with differen groups. |
---|
289 | PRINTF(4)("No special team specific function implemented for %s::%s in Team %d\n", this->getClassCName(), this->getCName(), teamID); |
---|
290 | } |
---|
291 | |
---|
292 | |
---|
293 | /** |
---|
294 | * @brief attaches the current Camera to this Playable |
---|
295 | * |
---|
296 | * this function can be derived, so that any Playable can make the attachment differently. |
---|
297 | */ |
---|
298 | void Playable::attachCamera() |
---|
299 | { |
---|
300 | State::getCameraNode()->setParentSoft(this); |
---|
301 | State::getCameraTargetNode()->setParentSoft(this); |
---|
302 | |
---|
303 | } |
---|
304 | |
---|
305 | /** |
---|
306 | * @brief detaches the Camera |
---|
307 | * @see void Playable::attachCamera() |
---|
308 | */ |
---|
309 | void Playable::detachCamera() |
---|
310 | { |
---|
311 | } |
---|
312 | |
---|
313 | |
---|
314 | /** |
---|
315 | * @brief sets the CameraMode. |
---|
316 | * @param cameraMode: the Mode to switch to. |
---|
317 | */ |
---|
318 | void Playable::setCameraMode(unsigned int cameraMode) |
---|
319 | { |
---|
320 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
---|
321 | } |
---|
322 | |
---|
323 | |
---|
324 | /** |
---|
325 | * @brief sets the Playmode |
---|
326 | * @param playmode the Playmode |
---|
327 | * @returns true on success, false otherwise |
---|
328 | */ |
---|
329 | bool Playable::setPlaymode(Playable::Playmode playmode) |
---|
330 | { |
---|
331 | if (!this->playmodeSupported(playmode)) |
---|
332 | return false; |
---|
333 | else |
---|
334 | { |
---|
335 | this->enterPlaymode(playmode); |
---|
336 | this->playmode = playmode; |
---|
337 | return true; |
---|
338 | } |
---|
339 | } |
---|
340 | |
---|
341 | /** |
---|
342 | * @brief This function look, that the Playable rotates to the given rotation. |
---|
343 | * @param angle the Angle around |
---|
344 | * @param dirX directionX |
---|
345 | * @param dirY directionY |
---|
346 | * @param dirZ directionZ |
---|
347 | * @param speed how fast to turn there. |
---|
348 | */ |
---|
349 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
---|
350 | { |
---|
351 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
---|
352 | } |
---|
353 | |
---|
354 | /** |
---|
355 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
---|
356 | * @param playmode the Playmode to enter. |
---|
357 | * |
---|
358 | * In this function all the actions that are required to enter the Playmode are described. |
---|
359 | * e.g: camera, rotation, wait cycle and so on... |
---|
360 | * |
---|
361 | * on enter of this function the playmode is still the old playmode. |
---|
362 | */ |
---|
363 | void Playable::enterPlaymode(Playable::Playmode playmode) |
---|
364 | { |
---|
365 | switch(playmode) |
---|
366 | { |
---|
367 | default: |
---|
368 | this->attachCamera(); |
---|
369 | break; |
---|
370 | case Playable::Horizontal: |
---|
371 | this->setCameraMode(Camera::ViewTop); |
---|
372 | break; |
---|
373 | case Playable::Vertical: |
---|
374 | this->setCameraMode(Camera::ViewNormal); |
---|
375 | break; |
---|
376 | case Playable::FromBehind: |
---|
377 | this->setCameraMode(Camera::ViewBehind); |
---|
378 | break; |
---|
379 | } |
---|
380 | } |
---|
381 | |
---|
382 | |
---|
383 | void Playable::respawn() |
---|
384 | { |
---|
385 | PRINTF(0)("Playable respawn\n"); |
---|
386 | // only if this is the spaceship of the player |
---|
387 | if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable()) |
---|
388 | State::getGameRules()->onPlayerSpawn(); |
---|
389 | |
---|
390 | this->reset(); |
---|
391 | this->bDead = false; |
---|
392 | } |
---|
393 | |
---|
394 | |
---|
395 | |
---|
396 | |
---|
397 | void Playable::destroy(WorldEntity* killer) |
---|
398 | { |
---|
399 | if( !this->bDead) |
---|
400 | { |
---|
401 | PRINTF(0)("Playable dies\n"); |
---|
402 | // only if this is the spaceship of the player |
---|
403 | if (State::isOnline()) |
---|
404 | { |
---|
405 | if( this == State::getPlayer()->getPlayable()) |
---|
406 | State::getGameRules()->onPlayerDeath(); |
---|
407 | } |
---|
408 | this->bDead = true; |
---|
409 | |
---|
410 | if( State::getGameRules() != NULL) |
---|
411 | State::getGameRules()->registerKill(Kill(killer, this)); |
---|
412 | } |
---|
413 | } |
---|
414 | |
---|
415 | |
---|
416 | |
---|
417 | |
---|
418 | |
---|
419 | /** |
---|
420 | * @brief add an event to the event list of events this Playable can capture |
---|
421 | * @param eventType the Type of event to add |
---|
422 | */ |
---|
423 | void Playable::registerEvent(int eventType) |
---|
424 | { |
---|
425 | this->events.push_back(eventType); |
---|
426 | |
---|
427 | if (this->currentPlayer != NULL) |
---|
428 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
---|
429 | } |
---|
430 | |
---|
431 | /** |
---|
432 | * @brief remove an event to the event list this Playable can capture. |
---|
433 | * @param event the event to unregister. |
---|
434 | */ |
---|
435 | void Playable::unregisterEvent(int eventType) |
---|
436 | { |
---|
437 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
---|
438 | this->events.erase(rmEvent); |
---|
439 | |
---|
440 | if (this->currentPlayer != NULL) |
---|
441 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
---|
442 | } |
---|
443 | |
---|
444 | /** |
---|
445 | * @brief ticks a Playable |
---|
446 | * @param dt: the passed time since the last Tick |
---|
447 | */ |
---|
448 | void Playable::tick(float dt) |
---|
449 | { |
---|
450 | this->weaponMan.tick(dt); |
---|
451 | if (this->bFire) |
---|
452 | weaponMan.fire(); |
---|
453 | |
---|
454 | if (currentPlayer != NULL) |
---|
455 | currentPlayer->hud().tick(dt); |
---|
456 | } |
---|
457 | |
---|
458 | |
---|
459 | /** |
---|
460 | * @brief processes Playable events. |
---|
461 | * @param event the Captured Event. |
---|
462 | */ |
---|
463 | void Playable::process(const Event &event) |
---|
464 | { |
---|
465 | if( event.type == KeyMapper::PEV_FIRE1) |
---|
466 | this->bFire = event.bPressed; |
---|
467 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
---|
468 | { |
---|
469 | this->nextWeaponConfig(); |
---|
470 | } |
---|
471 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
---|
472 | this->previousWeaponConfig(); |
---|
473 | } |
---|
474 | |
---|
475 | |
---|
476 | |
---|
477 | /** |
---|
478 | * @brief converts a string into a Playable::Playmode. |
---|
479 | * @param playmode the string naming the Playable::Playmode to convert. |
---|
480 | * @returns the Playable::Playmode converted from playmode. |
---|
481 | */ |
---|
482 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
---|
483 | { |
---|
484 | if (playmode == Playable::playmodeNames[0]) |
---|
485 | return Playable::Vertical; |
---|
486 | if (playmode == Playable::playmodeNames[1]) |
---|
487 | return Playable::Horizontal; |
---|
488 | if (playmode == Playable::playmodeNames[2]) |
---|
489 | return Playable::FromBehind; |
---|
490 | if (playmode == Playable::playmodeNames[3]) |
---|
491 | return Playable::Full3D; |
---|
492 | if (playmode == Playable::playmodeNames[4]) |
---|
493 | return Playable::FirstPerson; |
---|
494 | |
---|
495 | return Playable::Full3D; |
---|
496 | } |
---|
497 | |
---|
498 | |
---|
499 | /** |
---|
500 | * @brief converts a playmode into a string. |
---|
501 | * @param playmode the Playable::Playmode to convert. |
---|
502 | * @returns the String. |
---|
503 | */ |
---|
504 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
---|
505 | { |
---|
506 | switch(playmode) |
---|
507 | { |
---|
508 | case Playable::Vertical: |
---|
509 | return Playable::playmodeNames[0]; |
---|
510 | case Playable::Horizontal: |
---|
511 | return Playable::playmodeNames[1]; |
---|
512 | case Playable::FromBehind: |
---|
513 | return Playable::playmodeNames[2]; |
---|
514 | case Playable::Full3D: |
---|
515 | return Playable::playmodeNames[3]; |
---|
516 | case Playable::FirstPerson: |
---|
517 | return Playable::playmodeNames[4]; |
---|
518 | |
---|
519 | default: |
---|
520 | return Playable::playmodeNames[3]; |
---|
521 | } |
---|
522 | } |
---|
523 | |
---|
524 | /** |
---|
525 | * @brief PlaymodeNames |
---|
526 | */ |
---|
527 | const std::string Playable::playmodeNames[] = |
---|
528 | { |
---|
529 | "Vertical", |
---|
530 | "Horizontal", |
---|
531 | "FromBehind", |
---|
532 | "Full3D", |
---|
533 | "FirstPerson" |
---|
534 | }; |
---|
535 | |
---|
536 | |
---|
537 | /** |
---|
538 | * handler for changes on registred vars |
---|
539 | * @param id id's which changed |
---|
540 | */ |
---|
541 | void Playable::varChangeHandler( std::list< int > & id ) |
---|
542 | { |
---|
543 | if ( std::find( id.begin(), id.end(), this->teamChangeHandler) != id.end() ) |
---|
544 | { |
---|
545 | this->setTeam(this->teamId); |
---|
546 | } |
---|
547 | |
---|
548 | WorldEntity::varChangeHandler(id); |
---|
549 | } |
---|