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source: orxonox.OLD/branches/proxy/src/world_entities/playable.cc @ 9643

Last change on this file since 9643 was 9625, checked in by patrick, 18 years ago

yet another weekend commit, quite much work done:

  • introduced a new PERMISSION layer: PERMISSION_SERVER: the nearest server hast authority
  • tightening up permissions: brand new implementation to prevent sending unused variables in the network (less smog in the net:D_
  • removed some compiler warnings from some central modules
  • networkmonitor interface changed to work with networknodes mainly
  • better debug output for the network monitor
  • networnode inteface standardisation
  • force reconnection commands integration
File size: 12.9 KB
Line 
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  this->teamChangeHandler = registerVarId( new SynchronizeableInt( &this->teamId, &this->teamId, "team-id", PERMISSION_MASTER_SERVER ) );
71  registerVar( new SynchronizeableInt( &score, &score, "score", PERMISSION_MASTER_SERVER ) );
72  registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER));
73}
74
75
76/**
77 * @brief destroys the Playable
78 */
79Playable::~Playable()
80{
81  // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH
82  // this->setPlayer(NULL);
83  // IN ITS DESTRUCTOR.
84
85  assert(this->currentPlayer == NULL);
86}
87
88/**
89 * @brief loads Playable parameters onto the Playable
90 * @param root the XML-root to load from
91 */
92void Playable::loadParams(const TiXmlElement* root)
93{
94  WorldEntity::loadParams(root);
95
96  LoadParam(root, "abs-dir", this, Playable, setPlayDirection);
97  LoadParam(root, "enter-radius", this, Playable, setEnterRadius)
98      .describe("The Distance one can enter the ship from.");
99}
100
101/**
102 * @brief picks up a powerup
103 * @param powerUp the PowerUp that should be picked.
104 * @returns true on success (pickup was picked, false otherwise)
105 *
106 * This function also checks if the Pickup can be picked up by this Playable
107 */
108bool Playable::pickup(PowerUp* powerUp)
109{
110  if(powerUp->isA(CL_WEAPON_POWER_UP))
111  {
112    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager());
113  }
114  else if(powerUp->isA(CL_PARAM_POWER_UP))
115  {
116    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
117    switch(ppu->getType())
118    {
119      case POWERUP_PARAM_HEALTH:
120        this->increaseHealth(ppu->getValue());
121        return true;
122      case POWERUP_PARAM_MAX_HEALTH:
123        this->increaseHealthMax(ppu->getValue());
124        return true;
125      default:
126        /// EVERYTHING THAT IS NOT HANDLED
127        /// FIXME
128        return false;
129    }
130  }
131  return false;
132}
133
134/**
135 * @brief adds a Weapon to the Playable.
136 * @param weapon the Weapon to add.
137 * @param configID the Configuration ID to add this weapon to.
138 * @param slotID the slotID to add the Weapon to.
139 */
140bool Playable::addWeapon(Weapon* weapon, int configID, int slotID)
141{
142  if(this->weaponMan.addWeapon(weapon, configID, slotID))
143  {
144    this->weaponConfigChanged();
145    return true;
146  }
147  else
148  {
149    if (weapon != NULL)
150      PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n",
151                weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName());
152    else
153      PRINTF(2)("No weapon defined\n");
154    return false;
155
156  }
157}
158
159/**
160 * @brief removes a Weapon.
161 * @param weapon the Weapon to remove.
162 */
163void Playable::removeWeapon(Weapon* weapon)
164{
165  this->weaponMan.removeWeapon(weapon);
166
167  this->weaponConfigChanged();
168}
169
170/**
171 * @brief jumps to the next WeaponConfiguration
172 */
173void Playable::nextWeaponConfig()
174{
175  this->weaponMan.nextWeaponConfig();
176  this->weaponConfigChanged();
177}
178
179/**
180 * @brief moves to the last WeaponConfiguration
181 */
182void Playable::previousWeaponConfig()
183{
184  this->weaponMan.previousWeaponConfig();
185  this->weaponConfigChanged();
186}
187
188/**
189 * @brief tells the Player, that the Weapon-Configuration has changed.
190 *
191 * TODO remove this
192 * This function is needed, so that the WeponManager of this Playable can easily update the HUD
193 */
194void Playable::weaponConfigChanged()
195{
196  if (this->currentPlayer != NULL)
197    this->currentPlayer->weaponConfigChanged();
198}
199
200/**
201 * @brief a Cheat that gives us some Weapons
202 */
203void Playable::addSomeWeapons_CHEAT()
204{
205  if (State::getPlayer() != NULL)
206  {
207    Playable* playable = State::getPlayer()->getPlayable();
208    if (playable != NULL)
209    {
210      PRINTF(2)("ADDING WEAPONS - you cheater\n");
211      playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER));
212      playable->addWeapon(Weapon::createWeapon(CL_TURRET));
213      playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET));
214      playable->addWeapon(Weapon::createWeapon(CL_CANNON));
215      playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET));
216      PRINTF(2)("ADDING WEAPONS FINISHED\n");
217    }
218  }
219}
220
221/**
222 * @brief subscribe to all events the controllable needs
223 * @param player the player that shall controll this Playable
224 * @returns false on error true otherwise.
225 */
226bool Playable::setPlayer(Player* player)
227{
228  // if we already have a Player inside do nothing
229  if (this->currentPlayer != NULL && player != NULL)
230  {
231    return false;
232  }
233
234  // eject the Player if player == NULL
235  if (this->currentPlayer != NULL && player == NULL)
236  {
237    PRINTF(4)("Player gets ejected\n");
238
239    // unsubscibe all events.
240    std::vector<int>::iterator ev;
241    for (ev = this->events.begin(); ev != events.end(); ev++)
242      player->unsubscribeEvent(ES_GAME, (*ev));
243
244    // leave the entity
245    this->leave();
246
247    // eject the current Player.
248    Player* ejectPlayer = this->currentPlayer;
249    this->currentPlayer = NULL;
250    // eject the Player.
251    ejectPlayer->setPlayable(NULL);
252
253    return true;
254  }
255
256  // get the new Player inside
257  if (this->currentPlayer == NULL && player != NULL)
258  {
259    PRINTF(4)("New Player gets inside\n");
260    this->currentPlayer = player;
261    if (this->currentPlayer->getPlayable() != this)
262      this->currentPlayer->setPlayable(this);
263
264    /*EventHandler*/
265    std::vector<int>::iterator ev;
266    for (ev = this->events.begin(); ev != events.end(); ev++)
267      player->subscribeEvent(ES_GAME, (*ev));
268
269    this->enter();
270    return true;
271  }
272
273  return false;
274}
275
276
277/**
278 * @brief sets the TeamID and all the properties needed to be visible on the Playable
279 * @param teamID: the new TeamID of the Entity
280 */
281void Playable::setTeam(int teamID)
282{
283  /// Derive this function to make it look different with differen groups.
284  PRINTF(4)("No special team specific function implemented for %s::%s in Team %d\n", this->getClassCName(), this->getCName(), teamID);
285}
286
287
288/**
289 * @brief attaches the current Camera to this Playable
290 *
291 * this function can be derived, so that any Playable can make the attachment differently.
292 */
293void Playable::attachCamera()
294{
295  State::getCameraNode()->setParentSoft(this);
296  State::getCameraTargetNode()->setParentSoft(this);
297
298}
299
300/**
301 * @brief detaches the Camera
302 * @see void Playable::attachCamera()
303 */
304void  Playable::detachCamera()
305{
306}
307
308
309/**
310 * @brief sets the CameraMode.
311 * @param cameraMode: the Mode to switch to.
312 */
313void Playable::setCameraMode(unsigned int cameraMode)
314{
315  State::getCamera()->setViewMode((Camera::ViewMode)cameraMode);
316}
317
318
319/**
320 * @brief sets the Playmode
321 * @param playmode the Playmode
322 * @returns true on success, false otherwise
323 */
324bool Playable::setPlaymode(Playable::Playmode playmode)
325{
326  if (!this->playmodeSupported(playmode))
327    return false;
328  else
329  {
330    this->enterPlaymode(playmode);
331    this->playmode = playmode;
332    return true;
333  }
334}
335
336/**
337 * @brief This function look, that the Playable rotates to the given rotation.
338 * @param angle the Angle around
339 * @param dirX directionX
340 * @param dirY directionY
341 * @param dirZ directionZ
342 * @param speed how fast to turn there.
343 */
344void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed)
345{
346  this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed);
347}
348
349/**
350 * @brief all Playable will enter the Playmode Differently, say here how to do it.
351 * @param playmode the Playmode to enter.
352 *
353 * In this function all the actions that are required to enter the Playmode are described.
354 * e.g: camera, rotation, wait cycle and so on...
355 *
356 * on enter of this function the playmode is still the old playmode.
357 */
358void Playable::enterPlaymode(Playable::Playmode playmode)
359{
360  switch(playmode)
361  {
362    default:
363      this->attachCamera();
364      break;
365    case Playable::Horizontal:
366      this->setCameraMode(Camera::ViewTop);
367      break;
368    case Playable::Vertical:
369      this->setCameraMode(Camera::ViewLeft);
370      break;
371    case Playable::FromBehind:
372      this->setCameraMode(Camera::ViewBehind);
373      break;
374  }
375}
376
377
378void Playable::respawn()
379{
380  PRINTF(0)("Playable respawn\n");
381  // only if this is the spaceship of the player
382  if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable())
383    State::getGameRules()->onPlayerSpawn();
384
385  this->reset();
386  this->bDead = false;
387}
388
389
390
391
392void Playable::destroy(WorldEntity* killer)
393{
394  if( !this->bDead)
395  {
396    PRINTF(0)("Playable dies\n");
397    // only if this is the spaceship of the player
398    if (State::isOnline())
399    {
400      if( this == State::getPlayer()->getPlayable())
401        State::getGameRules()->onPlayerDeath();
402    }
403    this->bDead = true;
404
405    if( State::getGameRules() != NULL)
406      State::getGameRules()->registerKill(Kill(killer, this));
407  }
408}
409
410
411
412
413
414/**
415 * @brief add an event to the event list of events this Playable can capture
416 * @param eventType the Type of event to add
417 */
418void Playable::registerEvent(int eventType)
419{
420  this->events.push_back(eventType);
421
422  if (this->currentPlayer != NULL)
423    this->currentPlayer->subscribeEvent(ES_GAME, eventType);
424}
425
426/**
427 * @brief remove an event to the event list this Playable can capture.
428 * @param event the event to unregister.
429 */
430void Playable::unregisterEvent(int eventType)
431{
432  std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType);
433  this->events.erase(rmEvent);
434
435  if (this->currentPlayer != NULL)
436    this->currentPlayer->unsubscribeEvent(ES_GAME, eventType);
437}
438
439/**
440 * @brief ticks a Playable
441 * @param dt: the passed time since the last Tick
442 */
443void Playable::tick(float dt)
444{
445  this->weaponMan.tick(dt);
446  if (this->bFire)
447    weaponMan.fire();
448}
449
450
451/**
452 * @brief processes Playable events.
453 * @param event the Captured Event.
454 */
455void Playable::process(const Event &event)
456{
457  if( event.type == KeyMapper::PEV_FIRE1)
458    this->bFire = event.bPressed;
459  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
460  {
461    this->nextWeaponConfig();
462  }
463  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
464    this->previousWeaponConfig();
465}
466
467
468
469/**
470 * @brief converts a string into a Playable::Playmode.
471 * @param playmode the string naming the Playable::Playmode to convert.
472 * @returns the Playable::Playmode converted from playmode.
473 */
474Playable::Playmode Playable::stringToPlaymode(const std::string& playmode)
475{
476  if (playmode == Playable::playmodeNames[0])
477    return Playable::Vertical;
478  if (playmode == Playable::playmodeNames[1])
479    return Playable::Horizontal;
480  if (playmode == Playable::playmodeNames[2])
481    return Playable::FromBehind;
482  if (playmode == Playable::playmodeNames[3])
483    return Playable::Full3D;
484  if (playmode == Playable::playmodeNames[4])
485    return Playable::FirstPerson;
486
487  return Playable::Full3D;
488}
489
490
491/**
492 * @brief converts a playmode into a string.
493 * @param playmode the Playable::Playmode to convert.
494 * @returns the String.
495 */
496const std::string& Playable::playmodeToString(Playable::Playmode playmode)
497{
498  switch(playmode)
499  {
500    case Playable::Vertical:
501      return Playable::playmodeNames[0];
502    case Playable::Horizontal:
503      return Playable::playmodeNames[1];
504    case Playable::FromBehind:
505      return Playable::playmodeNames[2];
506    case Playable::Full3D:
507      return Playable::playmodeNames[3];
508    case Playable::FirstPerson:
509      return Playable::playmodeNames[4];
510
511    default:
512      return Playable::playmodeNames[3];
513  }
514}
515
516/**
517 * @brief PlaymodeNames
518 */
519const std::string Playable::playmodeNames[] =
520{
521  "Vertical",
522  "Horizontal",
523  "FromBehind",
524  "Full3D",
525  "FirstPerson"
526};
527
528
529/**
530 * handler for changes on registred vars
531 * @param id id's which changed
532 */
533void Playable::varChangeHandler( std::list< int > & id )
534{
535  if ( std::find( id.begin(), id.end(), this->teamChangeHandler) != id.end() )
536  {
537    this->setTeam(this->teamId);
538  }
539
540  WorldEntity::varChangeHandler(id);
541}
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