Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/proxy/src/world_entities/playable.h @ 9505

Last change on this file since 9505 was 9501, checked in by bensch, 19 years ago

compiles for real

File size: 4.3 KB
Line 
1
2/*!
3 * @file playable.h
4 * Interface for a basic controllable WorldEntity
5 */
6#ifndef _PLAYABLE_H
7#define _PLAYABLE_H
8
9#include "world_entity.h"
10#include "extendable.h"
11#include "event.h"
12#include <vector>
13
14#include "world_entities/weapons/weapon_manager.h"
15
16class Weapon;
17class DotEmitter;
18class Player;
19class SpriteParticles;
20class Explosion;
21
22//! Basic controllable WorldEntity
23/**
24 *
25 */
26class Playable : public WorldEntity, public Extendable
27{
28public:
29  //! Defines the Playmode of an Entity.
30  typedef enum {
31    Vertical         =  1,       //!< Vertical (seen from left or right/move in x-z)
32    Horizontal       =  2,       //!< Horizontal (seet from the top/move in x-y)
33    FromBehind       =  4,       //!< Seen from behind (move in z-y)
34    Full3D           =  8,       //!< Full featured 3D-mode. (move in all directions x-y-z)
35    FirstPerson      = 16,
36
37    PlaymodeCount    =  5,
38  } Playmode;
39
40
41public:
42  virtual ~Playable();
43
44  virtual void loadParams(const TiXmlElement* root);
45
46  // Weapon and Pickups
47  virtual bool pickup(PowerUp* powerUp);
48  bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1);
49  void removeWeapon(Weapon* weapon);
50  void nextWeaponConfig();
51  void previousWeaponConfig();
52  inline WeaponManager& getWeaponManager() { return this->weaponMan; };
53  void weaponConfigChanged();
54  static void addSomeWeapons_CHEAT();
55
56
57  // Player Settup
58  bool hasPlayer(){return !(this->currentPlayer == NULL);}
59  bool setPlayer(Player* player);
60  Player* getCurrentPlayer() const { return this->currentPlayer; };
61  /** @return a List of Events in PEV_* sytle */
62  inline const std::vector<int>& getEventList() { return this->events; };
63  virtual void setTeam(int teamID);
64
65
66  // Camera and Playmode
67  void attachCamera();
68  void detachCamera();
69  void setCameraMode(unsigned int cameraMode = 0);
70  bool playmodeSupported(Playable::Playmode playmode) const { return this->supportedPlaymodes & playmode; };
71  bool setPlaymode(Playable::Playmode playmode);
72  Playable::Playmode getPlaymode() const { return this->playmode; };
73  virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) = 0;
74  void setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed = 0.0f);
75
76  // Networking interface
77  inline void setScore( int score ) { this->score = score; }
78  inline int  getScore() { return this->score; }
79
80  void setEnterRadius(float radius) { this->enterRadius = radius; };
81  /** @returns the EnterRadius (how far away a Player must be to enter this entity) */
82  inline float getEnterRadius() const { return this->enterRadius; };
83
84  // WorldEntity Extensions
85  virtual void destroy(WorldEntity* killer);
86  virtual void respawn();
87  virtual void process(const Event &event);
88  virtual void tick(float dt);
89
90
91  inline bool beFire() const { return this->bFire; }
92  inline void fire(bool bF) { this->bFire = bF;}
93
94  // Transformations:
95  static Playable::Playmode stringToPlaymode(const std::string& playmode);
96  static const std::string& playmodeToString(Playable::Playmode playmode);
97  static const std::string playmodeNames[];
98
99protected:
100  Playable();
101
102  // Player Setup
103  virtual void enter() = 0;
104  virtual void leave() = 0;
105  // Playmode
106  void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; };
107  virtual void enterPlaymode(Playable::Playmode playmode);
108
109  // Events.
110  void registerEvent(int eventType);
111  void unregisterEvent(int eventType);
112
113private:
114  WeaponManager         weaponMan;          //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
115  std::vector<int>      events;             //!< A list of Events, that are captured for this playable
116
117  Player*               currentPlayer;      //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL
118
119  bool                  bFire;              //!< If the Ship is firing.
120  int                   oldFlags;           //!< Used for synchronisation
121
122  int                   score;              //!< players score
123
124  bool                  bDead;
125  short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
126  Playable::Playmode    playmode;           //!< The current playmode.
127
128  float                 enterRadius;        //!< How far one can be away from the Playable to enter it.
129
130  WorldEntity* collider;
131};
132
133#endif /* _PLAYABLE_H */
Note: See TracBrowser for help on using the repository browser.