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source: orxonox.OLD/branches/terrain.old/src/world_entities/playable.cc @ 10517

Last change on this file since 10517 was 9406, checked in by bensch, 18 years ago

orxonox/trunk: merged the proxy back

merged with commandsvn merge -r9346:HEAD https://svn.orxonox.net/orxonox/branches/proxy .

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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->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName());
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
365void Playable::respawn()
366{
367  PRINTF(0)("Playable respawn\n");
368  // only if this is the spaceship of the player
369  if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable())
370    State::getGameRules()->onPlayerSpawn();
371
372  this->reset();
373  this->bDead = false;
374}
375
376
377
378
379void Playable::destroy(WorldEntity* killer)
380{
381  if( !this->bDead)
382  {
383    PRINTF(0)("Playable dies\n");
384    // only if this is the spaceship of the player
385    if (State::isOnline())
386    {
387      if( this == State::getPlayer()->getPlayable())
388        State::getGameRules()->onPlayerDeath();
389    }
390    this->bDead = true;
391
392    if( State::getGameRules() != NULL)
393      State::getGameRules()->registerKill(Kill(killer, this));
394  }
395}
396
397
398
399
400
401/**
402 * @brief add an event to the event list of events this Playable can capture
403 * @param eventType the Type of event to add
404 */
405void Playable::registerEvent(int eventType)
406{
407  this->events.push_back(eventType);
408
409  if (this->currentPlayer != NULL)
410    this->currentPlayer->subscribeEvent(ES_GAME, eventType);
411}
412
413/**
414 * @brief remove an event to the event list this Playable can capture.
415 * @param event the event to unregister.
416 */
417void Playable::unregisterEvent(int eventType)
418{
419  std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType);
420  this->events.erase(rmEvent);
421
422  if (this->currentPlayer != NULL)
423    this->currentPlayer->unsubscribeEvent(ES_GAME, eventType);
424}
425
426/**
427 * @brief ticks a Playable
428 * @param dt: the passed time since the last Tick
429 */
430void Playable::tick(float dt)
431{
432  this->weaponMan.tick(dt);
433  if (this->bFire)
434    weaponMan.fire();
435}
436
437
438/**
439 * @brief processes Playable events.
440 * @param event the Captured Event.
441 */
442void Playable::process(const Event &event)
443{
444  if( event.type == KeyMapper::PEV_FIRE1)
445    this->bFire = event.bPressed;
446  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
447  {
448    this->nextWeaponConfig();
449  }
450  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
451    this->previousWeaponConfig();
452}
453
454
455
456/**
457 * @brief converts a string into a Playable::Playmode.
458 * @param playmode the string naming the Playable::Playmode to convert.
459 * @returns the Playable::Playmode converted from playmode.
460 */
461Playable::Playmode Playable::stringToPlaymode(const std::string& playmode)
462{
463  if (playmode == Playable::playmodeNames[0])
464    return Playable::Vertical;
465  if (playmode == Playable::playmodeNames[1])
466    return Playable::Horizontal;
467  if (playmode == Playable::playmodeNames[2])
468    return Playable::FromBehind;
469  if (playmode == Playable::playmodeNames[3])
470    return Playable::Full3D;
471  if (playmode == Playable::playmodeNames[4])
472    return Playable::FirstPerson;
473
474  return Playable::Full3D;
475}
476
477
478/**
479 * @brief converts a playmode into a string.
480 * @param playmode the Playable::Playmode to convert.
481 * @returns the String.
482 */
483const std::string& Playable::playmodeToString(Playable::Playmode playmode)
484{
485  switch(playmode)
486  {
487    case Playable::Vertical:
488      return Playable::playmodeNames[0];
489    case Playable::Horizontal:
490      return Playable::playmodeNames[1];
491    case Playable::FromBehind:
492      return Playable::playmodeNames[2];
493    case Playable::Full3D:
494      return Playable::playmodeNames[3];
495    case Playable::FirstPerson:
496      return Playable::playmodeNames[4];
497
498    default:
499      return Playable::playmodeNames[3];
500  }
501}
502
503/**
504 * @brief PlaymodeNames
505 */
506const std::string Playable::playmodeNames[] =
507{
508  "Vertical",
509  "Horizontal",
510  "FromBehind",
511  "Full3D",
512  "FirstPerson"
513};
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