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