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source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 6447

Last change on this file since 6447 was 6444, checked in by bensch, 19 years ago

trunk: sliders get updated, as they should be

File size: 4.1 KB
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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
19#include "weapons/weapon_manager.h"
[5875]20#include "event_handler.h"
21#include "player.h"
[6241]22#include "state.h"
[5838]23
[5872]24
[5838]25Playable::Playable()
26{
[6442]27  this->setClassID(CL_PLAYABLE, "Playable");
28  PRINTF(4)("PLAYABLE INIT\n");
29
30  this->toList(OM_GROUP_01);
31  this->weaponMan = new WeaponManager(this);
32
33  // the reference to the Current Player is NULL, because we dont have one at the beginning.
34  this->currentPlayer = NULL;
[5838]35}
36
[5875]37Playable::~Playable()
[5838]38{
[5881]39  delete this->weaponMan;
[5895]40
41  if (this->currentPlayer)
42  {
43    PRINTF(2)("There is Still a Player subscribed to this Playable (%s::%s)\n", this->getClassName(), this->getName());
44
45  }
[5875]46}
47
[5898]48
[6443]49void Playable::addWeapon(Weapon* weapon, int configID, int slotID)
50{
51  this->weaponMan->addWeapon(weapon, configID, slotID);
52
53  if (this->currentPlayer != NULL)
[6444]54    this->currentPlayer->weaponConfigChanged();
[6443]55}
56
57void Playable::removeWeapon(Weapon* weapon)
58{
59  this->weaponMan->removeWeapon(weapon);
60
61  if (this->currentPlayer != NULL)
62    this->currentPlayer->weaponConfigChanged();
63}
64
[6444]65void Playable::nextWeaponConfig()
66{
67  this->weaponMan->nextWeaponConfig();
68  if (this->currentPlayer != NULL)
69    this->currentPlayer->weaponConfigChanged();
70}
[6443]71
[6444]72void Playable::previousWeaponConfig()
73{
74  this->weaponMan->previousWeaponConfig();
75  if (this->currentPlayer != NULL)
76    this->currentPlayer->weaponConfigChanged();
77}
78
79
[5872]80/**
[6436]81 * @brief helps us colliding Playables
82 */
83void Playable::collidesWith(WorldEntity* entity, const Vector& location)
84{
85  if (entity->isA(CL_PROJECTILE))
86    this->removeEnergy(entity->getEnergy());
87
88  // EXTREME HACK
89  if (this->getEnergy() == 0.0f)
90    this->deactivateNode();
91}
92
93/**
[5872]94 * subscribe to all events the controllable needs
[5898]95 * @param player the player that shall controll this Playable
[5872]96 */
[5895]97bool Playable::subscribePlayer(Player* player)
[5872]98{
[5895]99  if (this->currentPlayer != NULL)
[5872]100  {
[5895]101    PRINTF(1)("Already registered Player:%s to this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName());
102    return false;
[5875]103  }
[5895]104  else
105  {
106    this->currentPlayer = player;
107    /*EventHandler*/
108    EventHandler* evh = EventHandler::getInstance();
109    std::list<int>::iterator ev;
110    for (ev = this->events.begin(); ev != events.end(); ev++)
111      evh->subscribe(player, ES_GAME, (*ev));
[6241]112    this->enter();
[5895]113    return true;
114  }
[5872]115}
[5889]116
117/**
[5898]118 * unsubscribe from all events the controllable needs
119 * @param player the Player, that controlled this Ship.
[5896]120 */
121bool Playable::unsubscribePlayer(Player* player)
122{
123  if (this->currentPlayer != player)
124  {
125    PRINTF(1)("not the right Player to unregister from this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName());
126    return false;
127  }
128
129  else
130  {
131    /*EventHandler*/
132    EventHandler* evh = EventHandler::getInstance();
133    std::list<int>::iterator ev;
134    for (ev = this->events.begin(); ev != events.end(); ev++)
135      evh->unsubscribe( ES_GAME, (*ev));
136
[6241]137    this->leave();
[5896]138    this->currentPlayer = NULL;
139    return true;
140  }
141}
142
143/**
[5898]144 * add an event to the event list of events this Playable can capture
145 * @param eventType the Type of event to add
[5889]146 */
[5896]147void Playable::registerEvent(int eventType)
[5889]148{
149  this->events.push_back(eventType);
150
[5896]151  if (this->currentPlayer != NULL)
152    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
[5889]153}
154
[5896]155/**
[5898]156 * remove an event to the event list this Playable can capture.
157 * @param event the event to unregister.
[5896]158 */
159void Playable::unregisterEvent(int eventType)
160{
[5902]161  this->events.remove(eventType);
[5889]162
[5896]163  if (this->currentPlayer != NULL)
164    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
165}
[5889]166
[5896]167
[6241]168void  Playable::attachCamera()
169{
[6444]170  State::getCamera()->setParentSoft(this);
171  State::getCameraTarget()->setParentSoft(this);
[6241]172
173}
174
175
176void  Playable::detachCamera()
177{
178}
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