Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/vs-enhencements/src/world_entities/playable.h @ 10684

Last change on this file since 10684 was 10670, checked in by nicolasc, 18 years ago

moved "ship attributes" to world entity
electronic and shield widget not yet working

File size: 4.7 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#include <list>
14
15#include "world_entities/weapons/weapon_manager.h"
16
17class Weapon;
18class DotEmitter;
19class Player;
20class SpriteParticles;
21class Explosion;
22
23//! Basic controllable WorldEntity
24/**
25 *
26 */
27class Playable : public WorldEntity, public Extendable
28{
29  ObjectListDeclaration(Playable);
30public:
31  //! Defines the Playmode of an Entity.
32  typedef enum {
33    Vertical         =  1,       //!< Vertical (seen from left or right/move in x-z)
34    Horizontal       =  2,       //!< Horizontal (seen from the top/move in x-y)
35    FromBehind       =  4,       //!< Seen from behind (move in z-y)
36    Full3D           =  8,       //!< Full featured 3D-mode. (move in all directions x-y-z)
37    FirstPerson      = 16,
38
39    PlaymodeCount    =  5,
40  } Playmode;
41
42
43public:
44  virtual ~Playable();
45
46  virtual void loadParams(const TiXmlElement* root);
47  void varChangeHandler( std::list< int > & id );
48
49  // Weapon and Pickups
50  virtual bool pickup(PowerUp* powerUp);
51  bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1);
52  void removeWeapon(Weapon* weapon);
53  void nextWeaponConfig();
54  void previousWeaponConfig();
55  inline WeaponManager& getWeaponManager() { return this->weaponMan; };
56  void weaponConfigChanged();
57  static void addSomeWeapons_CHEAT();
58
59
60  // Player Settup
61  bool hasPlayer(){return !(this->currentPlayer == NULL);}
62  bool setPlayer(Player* player);
63  Player* getCurrentPlayer() const { return this->currentPlayer; };
64  /** @return a List of Events in PEV_* sytle */
65  inline const std::vector<int>& getEventList() { return this->events; };
66
67
68  // Camera and Playmode
69  void attachCamera();
70  void detachCamera();
71  void setCameraMode(unsigned int cameraMode = 0);
72  bool playmodeSupported(Playable::Playmode playmode) const { return this->supportedPlaymodes & playmode; };
73  virtual bool setPlaymode(Playable::Playmode playmode);
74  Playable::Playmode getPlaymode() const { return this->playmode; };
75  virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) = 0;
76  void setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed = 0.0f);
77
78  // Networking interface
79  inline void setScore( int score ) { this->score = score; }
80  inline int  getScore() { return this->score; }
81  inline void setTeamId( int teamId) { this->teamId = teamId;}
82  inline int getTeamId() const { return this->teamId; }
83  virtual void setTeam(int teamID);
84
85
86  void setEnterRadius(float radius) { this->enterRadius = radius; };
87  /** @returns the EnterRadius (how far away a Player must be to enter this entity) */
88  inline float getEnterRadius() const { return this->enterRadius; };
89
90  // WorldEntity Extensions
91  virtual void destroy(WorldEntity* killer);
92  virtual void respawn();
93  virtual void process(const Event &event);
94  virtual void tick(float dt);
95
96
97  inline bool beFire() const { return this->bFire; }
98  inline void fire(bool bF) { this->bFire = bF;}
99
100  // Transformations:
101  static Playable::Playmode stringToPlaymode(const std::string& playmode);
102  static const std::string& playmodeToString(Playable::Playmode playmode);
103  static const std::string playmodeNames[];
104
105protected:
106  Playable();
107
108  // Player Setup
109  virtual void enter() = 0;
110  virtual void leave() = 0;
111  // Playmode
112  void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; };
113  virtual void enterPlaymode(Playable::Playmode playmode);
114
115  // Events.
116  void registerEvent(int eventType);
117  void unregisterEvent(int eventType);
118
119protected:
120  WeaponManager         weaponMan;          //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
121  bool                  bFire;              //!< If the Ship is firing.
122  short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
123  Playable::Playmode    playmode;           //!< The current playmode.
124
125private:
126  std::vector<int>      events;             //!< A list of Events, that are captured for this playable
127
128  Player*               currentPlayer;      //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL
129
130  int                   oldFlags;           //!< Used for synchronisation
131
132  int                   score;              //!< players score
133  int                   teamChangeHandler;  //!< handler id for team changes network sync
134  int                   teamId;             //!< id of the current team
135
136  bool                  bDead;
137
138  float                 enterRadius;        //!< How far one can be away from the Playable to enter it.
139
140  WorldEntity*          collider;
141};
142
143#endif /* _PLAYABLE_H */
Note: See TracBrowser for help on using the repository browser.