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source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 6870

Last change on this file since 6870 was 6868, checked in by bensch, 19 years ago

orxonox/trunk: merged the Network back to the trunk.
merged with command
svn merge https://svn.orxonox.net/orxonox/branches/network . -r6817:HEAD
no conflicts

File size: 6.1 KB
RevLine 
[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
[6700]24#include "world_entities/projectiles/projectile.h"
25
[6547]26#include "power_ups/weapon_power_up.h"
27#include "power_ups/param_power_up.h"
[5872]28
[6547]29
[5838]30Playable::Playable()
31{
[6442]32  this->setClassID(CL_PLAYABLE, "Playable");
33  PRINTF(4)("PLAYABLE INIT\n");
34
35  this->toList(OM_GROUP_01);
36  this->weaponMan = new WeaponManager(this);
37
38  // the reference to the Current Player is NULL, because we dont have one at the beginning.
39  this->currentPlayer = NULL;
[6695]40
[6804]41  this->bFire = false;
[6868]42  this->oldFlags = 0;
[6804]43
[6695]44  this->setSynchronized(true);
[5838]45}
46
[6695]47
48
[5875]49Playable::~Playable()
[5838]50{
[5881]51  delete this->weaponMan;
[5895]52
53  if (this->currentPlayer)
54  {
55    PRINTF(2)("There is Still a Player subscribed to this Playable (%s::%s)\n", this->getClassName(), this->getName());
56
57  }
[5875]58}
59
[5898]60
[6443]61void Playable::addWeapon(Weapon* weapon, int configID, int slotID)
62{
[6676]63  this->weaponMan->addWeapon(weapon, configID, slotID);
[6443]64
[6578]65  this->weaponConfigChanged();
[6443]66}
67
[6695]68
[6443]69void Playable::removeWeapon(Weapon* weapon)
70{
71  this->weaponMan->removeWeapon(weapon);
72
[6568]73    this->weaponConfigChanged();
[6443]74}
75
[6695]76
[6444]77void Playable::nextWeaponConfig()
78{
79  this->weaponMan->nextWeaponConfig();
[6568]80    this->weaponConfigChanged();
[6444]81}
[6443]82
[6695]83
[6444]84void Playable::previousWeaponConfig()
85{
86  this->weaponMan->previousWeaponConfig();
[6568]87    this->weaponConfigChanged();
[6444]88}
89
[6695]90
[6568]91void Playable::weaponConfigChanged()
92{
[6578]93  if (this->currentPlayer != NULL)
94    this->currentPlayer->weaponConfigChanged();
[6568]95}
[6444]96
[6695]97
[5872]98/**
[6436]99 * @brief helps us colliding Playables
100 */
101void Playable::collidesWith(WorldEntity* entity, const Vector& location)
102{
103  if (entity->isA(CL_PROJECTILE))
[6700]104    this->decreaseHealth(entity->getHealth());
[6436]105
106  // EXTREME HACK
[6700]107  if (this->getHealth() == 0.0f)
[6436]108    this->deactivateNode();
109}
110
111/**
[5872]112 * subscribe to all events the controllable needs
[5898]113 * @param player the player that shall controll this Playable
[5872]114 */
[5895]115bool Playable::subscribePlayer(Player* player)
[5872]116{
[5895]117  if (this->currentPlayer != NULL)
[5872]118  {
[5895]119    PRINTF(1)("Already registered Player:%s to this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName());
120    return false;
[5875]121  }
[5895]122  else
123  {
124    this->currentPlayer = player;
125    /*EventHandler*/
126    EventHandler* evh = EventHandler::getInstance();
127    std::list<int>::iterator ev;
128    for (ev = this->events.begin(); ev != events.end(); ev++)
129      evh->subscribe(player, ES_GAME, (*ev));
[6241]130    this->enter();
[5895]131    return true;
132  }
[5872]133}
[5889]134
135/**
[5898]136 * unsubscribe from all events the controllable needs
137 * @param player the Player, that controlled this Ship.
[5896]138 */
139bool Playable::unsubscribePlayer(Player* player)
140{
141  if (this->currentPlayer != player)
142  {
143    PRINTF(1)("not the right Player to unregister from this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName());
144    return false;
145  }
146
147  else
148  {
149    /*EventHandler*/
150    EventHandler* evh = EventHandler::getInstance();
151    std::list<int>::iterator ev;
152    for (ev = this->events.begin(); ev != events.end(); ev++)
153      evh->unsubscribe( ES_GAME, (*ev));
154
[6241]155    this->leave();
[5896]156    this->currentPlayer = NULL;
157    return true;
158  }
159}
160
[6547]161bool Playable::pickup(PowerUp* powerUp)
162{
163  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
164    Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon();
165    WeaponManager* manager = this->getWeaponManager();
[6710]166    return manager->addWeapon(weapon);
[6547]167  }
168  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
169    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
170    switch(ppu->getType()) {
171      case POWERUP_PARAM_HEALTH:
[6700]172        this->increaseHealth(ppu->getValue());
[6547]173        return true;
174      case POWERUP_PARAM_MAX_HEALTH:
[6700]175        this->increaseHealthMax(ppu->getValue());
[6547]176        return true;
177    }
178  }
179  return false;
180}
181
[5896]182/**
[5898]183 * add an event to the event list of events this Playable can capture
184 * @param eventType the Type of event to add
[5889]185 */
[5896]186void Playable::registerEvent(int eventType)
[5889]187{
188  this->events.push_back(eventType);
189
[5896]190  if (this->currentPlayer != NULL)
191    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
[5889]192}
193
[5896]194/**
[5898]195 * remove an event to the event list this Playable can capture.
196 * @param event the event to unregister.
[5896]197 */
198void Playable::unregisterEvent(int eventType)
199{
[5902]200  this->events.remove(eventType);
[5889]201
[5896]202  if (this->currentPlayer != NULL)
203    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
204}
[5889]205
[6804]206/**
207 * @brief ticks a Playable
208 * @param dt: the passed time since the last Tick
209 */
210void Playable::tick(float dt)
211{
212  this->weaponMan->tick(dt);
213  if (this->bFire)
214    weaponMan->fire();
215}
[5896]216
[6804]217
218/**
219 * @brief processes Playable events.
220 * @param event the Captured Event.
221 */
222void Playable::process(const Event &event)
223{
224  if( event.type == KeyMapper::PEV_FIRE1)
225    this->bFire = event.bPressed;
226  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
227  {
228    this->nextWeaponConfig();
229  }
230  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
231    this->previousWeaponConfig();
232}
233
234
235
[6241]236void  Playable::attachCamera()
237{
[6444]238  State::getCamera()->setParentSoft(this);
239  State::getCameraTarget()->setParentSoft(this);
[6241]240
241}
242
243
[6804]244
245
[6241]246void  Playable::detachCamera()
247{
248}
[6868]249
250#define FLAGS_bFire   1
251
252int Playable::writeSync( const byte * data, int length, int sender )
253{
254  SYNCHELP_READ_BEGIN();
255 
256  byte flags;
257 
258  SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS );
259 
260  bFire = (flags & FLAGS_bFire) != 0;
261 
262  return SYNCHELP_READ_N;
263}
264
265int Playable::readSync( byte * data, int maxLength )
266{
267  SYNCHELP_WRITE_BEGIN();
268  byte flags = 0;
269 
270  if ( bFire )
271    flags |= FLAGS_bFire;
272 
273
274  SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS );
275  oldFlags = flags;
276
277 
278  return SYNCHELP_WRITE_N;
279}
280
281bool Playable::needsReadSync( )
282{
283  byte flags = 0;
284 
285  if ( bFire )
286    flags |= FLAGS_bFire;
287 
288  return flags!=oldFlags;
289}
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