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source: orxonox.OLD/branches/terrain/src/world_entities/playable.cc @ 9337

Last change on this file since 9337 was 9140, checked in by bensch, 18 years ago

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[5838]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:
[5841]12   main-programmer: Silvan Nellen
13   co-programmer: Benjamin Knecht
[5838]14*/
15
[5881]16
[5838]17#include "playable.h"
[5895]18
[7868]19#include "key_mapper.h"
20
[5875]21#include "player.h"
[6241]22#include "state.h"
[7347]23#include "camera.h"
24
[7193]25#include "util/loading/load_param.h"
[5838]26
[6547]27#include "power_ups/weapon_power_up.h"
28#include "power_ups/param_power_up.h"
[5872]29
[7044]30#include "game_rules.h"
[6547]31
[6959]32#include "dot_emitter.h"
33#include "sprite_particles.h"
34
[7121]35#include "shared_network_data.h"
36
[7118]37#include "effects/explosion.h"
[7482]38#include "kill.cc"
[6959]39
[7350]40#include "shell_command.h"
[7356]41SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT)
42  ->setAlias("orxoWeapon");
[7118]43
[7350]44
[5838]45Playable::Playable()
[7338]46    : weaponMan(this),
47    supportedPlaymodes(Playable::Full3D),
48    playmode(Playable::Full3D)
[5838]49{
[6442]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;
[6695]57
[6804]58  this->bFire = false;
[6868]59  this->oldFlags = 0;
[6804]60
[6695]61  this->setSynchronized(true);
[6959]62
63  this->score = 0;
[7713]64  this->collider = NULL;
[9061]65  this->enterRadius = 10.0f;
[6959]66
[7118]67  this->bDead = false;
[9008]68
[9110]69  //subscribe to collision reaction
[8490]70  this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY);
[9140]71        this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_TERRAIN );
[7954]72  registerVar( new SynchronizeableInt( &score, &score, "score" ) );
73  registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER));
[5838]74}
75
[6695]76
[7346]77/**
78 * @brief destroys the Playable
79 */
[5875]80Playable::~Playable()
[5838]81{
[6986]82  // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH
83  // this->setPlayer(NULL);
84  // IN ITS DESTRUCTOR.
[8316]85
[6986]86  assert(this->currentPlayer == NULL);
[5875]87}
88
[7346]89/**
90 * @brief loads Playable parameters onto the Playable
91 * @param root the XML-root to load from
92 */
[7092]93void Playable::loadParams(const TiXmlElement* root)
94{
95  WorldEntity::loadParams(root);
96
[7346]97  LoadParam(root, "abs-dir", this, Playable, setPlayDirection);
[9061]98  LoadParam(root, "enter-radius", this, Playable, setEnterRadius)
99      .describe("The Distance one can enter the ship from.");
[7092]100}
101
[7346]102/**
103 * @brief picks up a powerup
104 * @param powerUp the PowerUp that should be picked.
105 * @returns true on success (pickup was picked, false otherwise)
106 *
107 * This function also checks if the Pickup can be picked up by this Playable
108 */
109bool Playable::pickup(PowerUp* powerUp)
110{
111  if(powerUp->isA(CL_WEAPON_POWER_UP))
112  {
113    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager());
114  }
115  else if(powerUp->isA(CL_PARAM_POWER_UP))
116  {
117    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
118    switch(ppu->getType())
119    {
120      case POWERUP_PARAM_HEALTH:
121        this->increaseHealth(ppu->getValue());
122        return true;
123      case POWERUP_PARAM_MAX_HEALTH:
124        this->increaseHealthMax(ppu->getValue());
125        return true;
[8316]126      default:
127        /// EVERYTHING THAT IS NOT HANDLED
128        /// FIXME
129        return false;
[7346]130    }
131  }
132  return false;
133}
134
135/**
136 * @brief adds a Weapon to the Playable.
137 * @param weapon the Weapon to add.
138 * @param configID the Configuration ID to add this weapon to.
139 * @param slotID the slotID to add the Weapon to.
140 */
[7350]141bool Playable::addWeapon(Weapon* weapon, int configID, int slotID)
[6443]142{
[7350]143  if(this->weaponMan.addWeapon(weapon, configID, slotID))
144  {
145    this->weaponConfigChanged();
146    return true;
147  }
148  else
149  {
150    if (weapon != NULL)
151      PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n",
[7351]152                weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName());
[7350]153    else
154      PRINTF(2)("No weapon defined\n");
155    return false;
[6443]156
[7350]157  }
[6443]158}
159
[7346]160/**
161 * @brief removes a Weapon.
162 * @param weapon the Weapon to remove.
163 */
[6443]164void Playable::removeWeapon(Weapon* weapon)
165{
[7337]166  this->weaponMan.removeWeapon(weapon);
[6443]167
[7338]168  this->weaponConfigChanged();
[6443]169}
170
[7346]171/**
172 * @brief jumps to the next WeaponConfiguration
173 */
[6444]174void Playable::nextWeaponConfig()
175{
[7337]176  this->weaponMan.nextWeaponConfig();
[7338]177  this->weaponConfigChanged();
[6444]178}
[6443]179
[7346]180/**
181 * @brief moves to the last WeaponConfiguration
182 */
[6444]183void Playable::previousWeaponConfig()
184{
[7337]185  this->weaponMan.previousWeaponConfig();
[7338]186  this->weaponConfigChanged();
[6444]187}
188
[7346]189/**
190 * @brief tells the Player, that the Weapon-Configuration has changed.
191 *
192 * TODO remove this
193 * This function is needed, so that the WeponManager of this Playable can easily update the HUD
194 */
[6568]195void Playable::weaponConfigChanged()
196{
[6578]197  if (this->currentPlayer != NULL)
198    this->currentPlayer->weaponConfigChanged();
[6568]199}
[6444]200
[7350]201/**
202 * @brief a Cheat that gives us some Weapons
203 */
204void Playable::addSomeWeapons_CHEAT()
205{
[7351]206  if (State::getPlayer() != NULL)
207  {
208    Playable* playable = State::getPlayer()->getPlayable();
209    if (playable != NULL)
210    {
211      PRINTF(2)("ADDING WEAPONS - you cheater\n");
212      playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER));
213      playable->addWeapon(Weapon::createWeapon(CL_TURRET));
214      playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET));
215      playable->addWeapon(Weapon::createWeapon(CL_CANNON));
216      playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET));
217      PRINTF(2)("ADDING WEAPONS FINISHED\n");
218    }
219  }
[7350]220}
[7346]221
[7173]222/**
[7346]223 * @brief subscribe to all events the controllable needs
224 * @param player the player that shall controll this Playable
225 * @returns false on error true otherwise.
226 */
227bool Playable::setPlayer(Player* player)
228{
229  // if we already have a Player inside do nothing
230  if (this->currentPlayer != NULL && player != NULL)
231  {
232    return false;
233  }
234
235  // eject the Player if player == NULL
236  if (this->currentPlayer != NULL && player == NULL)
237  {
238    PRINTF(4)("Player gets ejected\n");
239
240    // unsubscibe all events.
241    std::vector<int>::iterator ev;
242    for (ev = this->events.begin(); ev != events.end(); ev++)
[7868]243      player->unsubscribeEvent(ES_GAME, (*ev));
[7346]244
245    // leave the entity
246    this->leave();
247
248    // eject the current Player.
249    Player* ejectPlayer = this->currentPlayer;
250    this->currentPlayer = NULL;
251    // eject the Player.
252    ejectPlayer->setPlayable(NULL);
253
254    return true;
255  }
256
257  // get the new Player inside
258  if (this->currentPlayer == NULL && player != NULL)
259  {
260    PRINTF(4)("New Player gets inside\n");
261    this->currentPlayer = player;
262    if (this->currentPlayer->getPlayable() != this)
263      this->currentPlayer->setPlayable(this);
264
265    /*EventHandler*/
266    std::vector<int>::iterator ev;
267    for (ev = this->events.begin(); ev != events.end(); ev++)
[7868]268      player->subscribeEvent(ES_GAME, (*ev));
[7346]269
270    this->enter();
271    return true;
272  }
273
274  return false;
275}
276
277/**
278 * @brief attaches the current Camera to this Playable
279 *
280 * this function can be derived, so that any Playable can make the attachment differently.
281 */
282void Playable::attachCamera()
283{
284  State::getCameraNode()->setParentSoft(this);
285  State::getCameraTargetNode()->setParentSoft(this);
286
287}
288
289/**
290 * @brief detaches the Camera
291 * @see void Playable::attachCamera()
292 */
293void  Playable::detachCamera()
[8147]294{
295}
[7346]296
297
298/**
[7173]299 * @brief sets the CameraMode.
300 * @param cameraMode: the Mode to switch to.
301 */
302void Playable::setCameraMode(unsigned int cameraMode)
[7347]303{
304  State::getCamera()->setViewMode((Camera::ViewMode)cameraMode);
305}
[7338]306
[7346]307
[7338]308/**
309 * @brief sets the Playmode
310 * @param playmode the Playmode
311 * @returns true on success, false otherwise
312 */
[7339]313bool Playable::setPlaymode(Playable::Playmode playmode)
[7173]314{
[7338]315  if (!this->playmodeSupported(playmode))
316    return false;
317  else
[7345]318  {
[7347]319    this->enterPlaymode(playmode);
[7338]320    this->playmode = playmode;
[7345]321    return true;
322  }
[7173]323}
324
[7346]325/**
326 * @brief This function look, that the Playable rotates to the given rotation.
327 * @param angle the Angle around
328 * @param dirX directionX
329 * @param dirY directionY
330 * @param dirZ directionZ
331 * @param speed how fast to turn there.
332 */
333void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed)
334{
335  this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed);
336}
[7173]337
[5872]338/**
[7346]339 * @brief all Playable will enter the Playmode Differently, say here how to do it.
340 * @param playmode the Playmode to enter.
341 *
342 * In this function all the actions that are required to enter the Playmode are described.
343 * e.g: camera, rotation, wait cycle and so on...
[7347]344 *
345 * on enter of this function the playmode is still the old playmode.
[7346]346 */
347void Playable::enterPlaymode(Playable::Playmode playmode)
348{
[7347]349  switch(playmode)
350  {
351    default:
352      this->attachCamera();
353      break;
354    case Playable::Horizontal:
355      this->setCameraMode(Camera::ViewTop);
356      break;
357    case Playable::Vertical:
358      this->setCameraMode(Camera::ViewLeft);
359      break;
360    case Playable::FromBehind:
361      this->setCameraMode(Camera::ViewBehind);
362      break;
363  }
[7346]364}
365/**
[6436]366 * @brief helps us colliding Playables
[7346]367 * @param entity the Entity to collide
368 * @param location where the collision occured.
[6436]369 */
370void Playable::collidesWith(WorldEntity* entity, const Vector& location)
371{
[7072]372  if (entity == collider)
373    return;
374  collider = entity;
375
[7121]376  if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) )
[6966]377  {
[7072]378    this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX);
[6966]379    // EXTREME HACK
[7072]380    if (this->getHealth() <= 0.0f)
[6966]381    {
[8724]382//       this->destory();
[7482]383
384      if( State::getGameRules() != NULL)
385        State::getGameRules()->registerKill(Kill(entity, this));
[6966]386    }
387  }
388}
[6436]389
[6966]390
[7044]391void Playable::respawn()
[6966]392{
[7044]393  PRINTF(0)("Playable respawn\n");
394  // only if this is the spaceship of the player
395  if( this == State::getPlayer()->getPlayable())
396    State::getGameRules()->onPlayerSpawn();
[6966]397
[7118]398  this->reset();
399  this->bDead = false;
[6436]400}
401
[6966]402
[7088]403
[8724]404
405void Playable::destroy()
[7044]406{
[7119]407  Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f));
408
409
[7118]410  if( !this->bDead)
411  {
412    PRINTF(0)("Playable dies\n");
[7338]413    // only if this is the spaceship of the player
[7118]414    if (State::isOnline())
415    {
416      if( this == State::getPlayer()->getPlayable())
417        State::getGameRules()->onPlayerDeath();
[7044]418
[7338]419      //     this->toList(OM_GROUP_05);
420      //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
[7118]421      this->setAbsCoor(-2000.0, -2000.0, -2000.0);
[7078]422
[7338]423      //explosion hack
[7118]424
425    }
426    this->bDead = true;
[7072]427  }
[7044]428}
429
430
[6986]431
432
433
[5896]434/**
[7346]435 * @brief add an event to the event list of events this Playable can capture
[5898]436 * @param eventType the Type of event to add
[5889]437 */
[5896]438void Playable::registerEvent(int eventType)
[5889]439{
440  this->events.push_back(eventType);
441
[5896]442  if (this->currentPlayer != NULL)
[7868]443    this->currentPlayer->subscribeEvent(ES_GAME, eventType);
[5889]444}
445
[5896]446/**
[7339]447 * @brief remove an event to the event list this Playable can capture.
[5898]448 * @param event the event to unregister.
[5896]449 */
450void Playable::unregisterEvent(int eventType)
451{
[7338]452  std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType);
453  this->events.erase(rmEvent);
[5889]454
[5896]455  if (this->currentPlayer != NULL)
[7868]456    this->currentPlayer->unsubscribeEvent(ES_GAME, eventType);
[5896]457}
[5889]458
[6804]459/**
460 * @brief ticks a Playable
461 * @param dt: the passed time since the last Tick
462 */
463void Playable::tick(float dt)
464{
[7337]465  this->weaponMan.tick(dt);
[6804]466  if (this->bFire)
[7337]467    weaponMan.fire();
[6804]468}
[5896]469
[6804]470
471/**
472 * @brief processes Playable events.
473 * @param event the Captured Event.
474 */
475void Playable::process(const Event &event)
476{
477  if( event.type == KeyMapper::PEV_FIRE1)
478    this->bFire = event.bPressed;
479  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
480  {
481    this->nextWeaponConfig();
482  }
483  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
484    this->previousWeaponConfig();
485}
486
487
[6959]488
[7346]489/**
490 * @brief converts a string into a Playable::Playmode.
491 * @param playmode the string naming the Playable::Playmode to convert.
492 * @returns the Playable::Playmode converted from playmode.
493 */
[7339]494Playable::Playmode Playable::stringToPlaymode(const std::string& playmode)
495{
[7412]496  if (playmode == Playable::playmodeNames[0])
[7339]497    return Playable::Vertical;
[7412]498  if (playmode == Playable::playmodeNames[1])
[7339]499    return Playable::Horizontal;
[7412]500  if (playmode == Playable::playmodeNames[2])
[7339]501    return Playable::FromBehind;
[7412]502  if (playmode == Playable::playmodeNames[3])
[7339]503    return Playable::Full3D;
[8055]504  if (playmode == Playable::playmodeNames[4])
505    return Playable::FirstPerson;
[7339]506
507  return Playable::Full3D;
508}
509
[7346]510
511/**
512 * @brief converts a playmode into a string.
513 * @param playmode the Playable::Playmode to convert.
514 * @returns the String.
515 */
[7412]516const std::string& Playable::playmodeToString(Playable::Playmode playmode)
[7339]517{
518  switch(playmode)
519  {
520    case Playable::Vertical:
[7412]521      return Playable::playmodeNames[0];
[7339]522    case Playable::Horizontal:
[7412]523      return Playable::playmodeNames[1];
[7339]524    case Playable::FromBehind:
[7412]525      return Playable::playmodeNames[2];
[7339]526    case Playable::Full3D:
[7412]527      return Playable::playmodeNames[3];
[8055]528    case Playable::FirstPerson:
529      return Playable::playmodeNames[4];
[7339]530
531    default:
[7412]532      return Playable::playmodeNames[3];
[7339]533  }
[7412]534}
[7339]535
[7412]536/**
537 * @brief PlaymodeNames
538 */
539const std::string Playable::playmodeNames[] =
540{
541  "Vertical",
542  "Horizontal",
543  "FromBehind",
[8055]544  "Full3D",
545  "FirstPerson"
[7412]546};
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