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source: orxonox.OLD/branches/presentation/src/world_entities/playable.cc @ 9167

Last change on this file since 9167 was 9162, checked in by rennerc, 18 years ago
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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 "camera.h"
24
25#include "util/loading/load_param.h"
26
27#include "power_ups/weapon_power_up.h"
28#include "power_ups/param_power_up.h"
29
30#include "game_rules.h"
31
32#include "dot_emitter.h"
33#include "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"
41SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT)
42  ->setAlias("orxoWeapon");
43
44
45Playable::Playable()
46    : weaponMan(this),
47    supportedPlaymodes(Playable::Full3D),
48    playmode(Playable::Full3D)
49{
50  this->setClassID(CL_PLAYABLE, "Playable");
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  registerVar( new SynchronizeableInt( &score, &score, "score" ) );
71  registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER));
72}
73
74
75/**
76 * @brief destroys the Playable
77 */
78Playable::~Playable()
79{
80  // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH
81  // this->setPlayer(NULL);
82  // IN ITS DESTRUCTOR.
83
84  assert(this->currentPlayer == NULL);
85}
86
87/**
88 * @brief loads Playable parameters onto the Playable
89 * @param root the XML-root to load from
90 */
91void Playable::loadParams(const TiXmlElement* root)
92{
93  WorldEntity::loadParams(root);
94
95  LoadParam(root, "abs-dir", this, Playable, setPlayDirection);
96  LoadParam(root, "enter-radius", this, Playable, setEnterRadius)
97      .describe("The Distance one can enter the ship from.");
98}
99
100/**
101 * @brief picks up a powerup
102 * @param powerUp the PowerUp that should be picked.
103 * @returns true on success (pickup was picked, false otherwise)
104 *
105 * This function also checks if the Pickup can be picked up by this Playable
106 */
107bool Playable::pickup(PowerUp* powerUp)
108{
109  if(powerUp->isA(CL_WEAPON_POWER_UP))
110  {
111    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager());
112  }
113  else if(powerUp->isA(CL_PARAM_POWER_UP))
114  {
115    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
116    switch(ppu->getType())
117    {
118      case POWERUP_PARAM_HEALTH:
119        this->increaseHealth(ppu->getValue());
120        return true;
121      case POWERUP_PARAM_MAX_HEALTH:
122        this->increaseHealthMax(ppu->getValue());
123        return true;
124      default:
125        /// EVERYTHING THAT IS NOT HANDLED
126        /// FIXME
127        return false;
128    }
129  }
130  return false;
131}
132
133/**
134 * @brief adds a Weapon to the Playable.
135 * @param weapon the Weapon to add.
136 * @param configID the Configuration ID to add this weapon to.
137 * @param slotID the slotID to add the Weapon to.
138 */
139bool Playable::addWeapon(Weapon* weapon, int configID, int slotID)
140{
141  if(this->weaponMan.addWeapon(weapon, configID, slotID))
142  {
143    this->weaponConfigChanged();
144    return true;
145  }
146  else
147  {
148    if (weapon != NULL)
149      PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n",
150                weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName());
151    else
152      PRINTF(2)("No weapon defined\n");
153    return false;
154
155  }
156}
157
158/**
159 * @brief removes a Weapon.
160 * @param weapon the Weapon to remove.
161 */
162void Playable::removeWeapon(Weapon* weapon)
163{
164  this->weaponMan.removeWeapon(weapon);
165
166  this->weaponConfigChanged();
167}
168
169/**
170 * @brief jumps to the next WeaponConfiguration
171 */
172void Playable::nextWeaponConfig()
173{
174  this->weaponMan.nextWeaponConfig();
175  this->weaponConfigChanged();
176}
177
178/**
179 * @brief moves to the last WeaponConfiguration
180 */
181void Playable::previousWeaponConfig()
182{
183  this->weaponMan.previousWeaponConfig();
184  this->weaponConfigChanged();
185}
186
187/**
188 * @brief tells the Player, that the Weapon-Configuration has changed.
189 *
190 * TODO remove this
191 * This function is needed, so that the WeponManager of this Playable can easily update the HUD
192 */
193void Playable::weaponConfigChanged()
194{
195  if (this->currentPlayer != NULL)
196    this->currentPlayer->weaponConfigChanged();
197}
198
199/**
200 * @brief a Cheat that gives us some Weapons
201 */
202void Playable::addSomeWeapons_CHEAT()
203{
204  if (State::getPlayer() != NULL)
205  {
206    Playable* playable = State::getPlayer()->getPlayable();
207    if (playable != NULL)
208    {
209      PRINTF(2)("ADDING WEAPONS - you cheater\n");
210      playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER));
211      playable->addWeapon(Weapon::createWeapon(CL_TURRET));
212      playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET));
213      playable->addWeapon(Weapon::createWeapon(CL_CANNON));
214      playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET));
215      PRINTF(2)("ADDING WEAPONS FINISHED\n");
216    }
217  }
218}
219
220/**
221 * @brief subscribe to all events the controllable needs
222 * @param player the player that shall controll this Playable
223 * @returns false on error true otherwise.
224 */
225bool Playable::setPlayer(Player* player)
226{
227  // if we already have a Player inside do nothing
228  if (this->currentPlayer != NULL && player != NULL)
229  {
230    return false;
231  }
232
233  // eject the Player if player == NULL
234  if (this->currentPlayer != NULL && player == NULL)
235  {
236    PRINTF(4)("Player gets ejected\n");
237
238    // unsubscibe all events.
239    std::vector<int>::iterator ev;
240    for (ev = this->events.begin(); ev != events.end(); ev++)
241      player->unsubscribeEvent(ES_GAME, (*ev));
242
243    // leave the entity
244    this->leave();
245
246    // eject the current Player.
247    Player* ejectPlayer = this->currentPlayer;
248    this->currentPlayer = NULL;
249    // eject the Player.
250    ejectPlayer->setPlayable(NULL);
251
252    return true;
253  }
254
255  // get the new Player inside
256  if (this->currentPlayer == NULL && player != NULL)
257  {
258    PRINTF(4)("New Player gets inside\n");
259    this->currentPlayer = player;
260    if (this->currentPlayer->getPlayable() != this)
261      this->currentPlayer->setPlayable(this);
262
263    /*EventHandler*/
264    std::vector<int>::iterator ev;
265    for (ev = this->events.begin(); ev != events.end(); ev++)
266      player->subscribeEvent(ES_GAME, (*ev));
267
268    this->enter();
269    return true;
270  }
271
272  return false;
273}
274
275/**
276 * @brief attaches the current Camera to this Playable
277 *
278 * this function can be derived, so that any Playable can make the attachment differently.
279 */
280void Playable::attachCamera()
281{
282  State::getCameraNode()->setParentSoft(this);
283  State::getCameraTargetNode()->setParentSoft(this);
284
285}
286
287/**
288 * @brief detaches the Camera
289 * @see void Playable::attachCamera()
290 */
291void  Playable::detachCamera()
292{
293}
294
295
296/**
297 * @brief sets the CameraMode.
298 * @param cameraMode: the Mode to switch to.
299 */
300void Playable::setCameraMode(unsigned int cameraMode)
301{
302  State::getCamera()->setViewMode((Camera::ViewMode)cameraMode);
303}
304
305
306/**
307 * @brief sets the Playmode
308 * @param playmode the Playmode
309 * @returns true on success, false otherwise
310 */
311bool Playable::setPlaymode(Playable::Playmode playmode)
312{
313  if (!this->playmodeSupported(playmode))
314    return false;
315  else
316  {
317    this->enterPlaymode(playmode);
318    this->playmode = playmode;
319    return true;
320  }
321}
322
323/**
324 * @brief This function look, that the Playable rotates to the given rotation.
325 * @param angle the Angle around
326 * @param dirX directionX
327 * @param dirY directionY
328 * @param dirZ directionZ
329 * @param speed how fast to turn there.
330 */
331void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed)
332{
333  this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed);
334}
335
336/**
337 * @brief all Playable will enter the Playmode Differently, say here how to do it.
338 * @param playmode the Playmode to enter.
339 *
340 * In this function all the actions that are required to enter the Playmode are described.
341 * e.g: camera, rotation, wait cycle and so on...
342 *
343 * on enter of this function the playmode is still the old playmode.
344 */
345void Playable::enterPlaymode(Playable::Playmode playmode)
346{
347  switch(playmode)
348  {
349    default:
350      this->attachCamera();
351      break;
352    case Playable::Horizontal:
353      this->setCameraMode(Camera::ViewTop);
354      break;
355    case Playable::Vertical:
356      this->setCameraMode(Camera::ViewLeft);
357      break;
358    case Playable::FromBehind:
359      this->setCameraMode(Camera::ViewBehind);
360      break;
361  }
362}
363/**
364 * @brief helps us colliding Playables
365 * @param entity the Entity to collide
366 * @param location where the collision occured.
367 */
368void Playable::collidesWith(WorldEntity* entity, const Vector& location)
369{
370  if (entity == collider)
371    return;
372  collider = entity;
373
374  if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) )
375  {
376    this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX);
377    // EXTREME HACK
378    if (this->getHealth() <= 0.0f)
379    {
380//       this->destory();
381
382      if( State::getGameRules() != NULL)
383        State::getGameRules()->registerKill(Kill(entity, this));
384    }
385  }
386}
387
388
389void Playable::respawn()
390{
391  PRINTF(0)("Playable respawn\n");
392  // only if this is the spaceship of the player
393  if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable())
394    State::getGameRules()->onPlayerSpawn();
395
396  this->reset();
397  this->bDead = false;
398}
399
400
401
402
403void Playable::destroy(WorldEntity* killer)
404{
405  if( !this->bDead)
406  {
407    PRINTF(0)("Playable dies\n");
408    // only if this is the spaceship of the player
409    if (State::isOnline())
410    {
411      if( this == State::getPlayer()->getPlayable())
412        State::getGameRules()->onPlayerDeath();
413    }
414    this->bDead = true;
415   
416    if( State::getGameRules() != NULL)
417      State::getGameRules()->registerKill(Kill(killer, this));
418  }
419}
420
421
422
423
424
425/**
426 * @brief add an event to the event list of events this Playable can capture
427 * @param eventType the Type of event to add
428 */
429void Playable::registerEvent(int eventType)
430{
431  this->events.push_back(eventType);
432
433  if (this->currentPlayer != NULL)
434    this->currentPlayer->subscribeEvent(ES_GAME, eventType);
435}
436
437/**
438 * @brief remove an event to the event list this Playable can capture.
439 * @param event the event to unregister.
440 */
441void Playable::unregisterEvent(int eventType)
442{
443  std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType);
444  this->events.erase(rmEvent);
445
446  if (this->currentPlayer != NULL)
447    this->currentPlayer->unsubscribeEvent(ES_GAME, eventType);
448}
449
450/**
451 * @brief ticks a Playable
452 * @param dt: the passed time since the last Tick
453 */
454void Playable::tick(float dt)
455{
456  this->weaponMan.tick(dt);
457  if (this->bFire)
458    weaponMan.fire();
459}
460
461
462/**
463 * @brief processes Playable events.
464 * @param event the Captured Event.
465 */
466void Playable::process(const Event &event)
467{
468  if( event.type == KeyMapper::PEV_FIRE1)
469    this->bFire = event.bPressed;
470  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
471  {
472    this->nextWeaponConfig();
473  }
474  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
475    this->previousWeaponConfig();
476}
477
478
479
480/**
481 * @brief converts a string into a Playable::Playmode.
482 * @param playmode the string naming the Playable::Playmode to convert.
483 * @returns the Playable::Playmode converted from playmode.
484 */
485Playable::Playmode Playable::stringToPlaymode(const std::string& playmode)
486{
487  if (playmode == Playable::playmodeNames[0])
488    return Playable::Vertical;
489  if (playmode == Playable::playmodeNames[1])
490    return Playable::Horizontal;
491  if (playmode == Playable::playmodeNames[2])
492    return Playable::FromBehind;
493  if (playmode == Playable::playmodeNames[3])
494    return Playable::Full3D;
495  if (playmode == Playable::playmodeNames[4])
496    return Playable::FirstPerson;
497
498  return Playable::Full3D;
499}
500
501
502/**
503 * @brief converts a playmode into a string.
504 * @param playmode the Playable::Playmode to convert.
505 * @returns the String.
506 */
507const std::string& Playable::playmodeToString(Playable::Playmode playmode)
508{
509  switch(playmode)
510  {
511    case Playable::Vertical:
512      return Playable::playmodeNames[0];
513    case Playable::Horizontal:
514      return Playable::playmodeNames[1];
515    case Playable::FromBehind:
516      return Playable::playmodeNames[2];
517    case Playable::Full3D:
518      return Playable::playmodeNames[3];
519    case Playable::FirstPerson:
520      return Playable::playmodeNames[4];
521
522    default:
523      return Playable::playmodeNames[3];
524  }
525}
526
527/**
528 * @brief PlaymodeNames
529 */
530const std::string Playable::playmodeNames[] =
531{
532  "Vertical",
533  "Horizontal",
534  "FromBehind",
535  "Full3D",
536  "FirstPerson"
537};
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