[5838] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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[5841] | 12 | main-programmer: Silvan Nellen |
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| 13 | co-programmer: Benjamin Knecht |
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[5838] | 14 | */ |
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| 15 | |
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[5881] | 16 | |
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[5838] | 17 | #include "playable.h" |
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[7350] | 18 | #include "event_handler.h" |
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[5895] | 19 | |
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[5875] | 20 | #include "player.h" |
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[6241] | 21 | #include "state.h" |
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[7347] | 22 | #include "camera.h" |
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| 23 | |
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[7193] | 24 | #include "util/loading/load_param.h" |
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[5838] | 25 | |
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[6547] | 26 | #include "power_ups/weapon_power_up.h" |
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| 27 | #include "power_ups/param_power_up.h" |
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[5872] | 28 | |
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[7044] | 29 | #include "game_rules.h" |
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[6547] | 30 | |
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[6959] | 31 | #include "dot_emitter.h" |
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| 32 | #include "sprite_particles.h" |
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| 33 | |
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[7121] | 34 | #include "shared_network_data.h" |
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| 35 | |
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[7118] | 36 | #include "effects/explosion.h" |
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[6959] | 37 | |
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[7350] | 38 | #include "shell_command.h" |
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[7356] | 39 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
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| 40 | ->setAlias("orxoWeapon"); |
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[7118] | 41 | |
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[7350] | 42 | |
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[5838] | 43 | Playable::Playable() |
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[7338] | 44 | : weaponMan(this), |
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| 45 | supportedPlaymodes(Playable::Full3D), |
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| 46 | playmode(Playable::Full3D) |
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[5838] | 47 | { |
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[6442] | 48 | this->setClassID(CL_PLAYABLE, "Playable"); |
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| 49 | PRINTF(4)("PLAYABLE INIT\n"); |
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| 50 | |
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| 51 | this->toList(OM_GROUP_01); |
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| 52 | |
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| 53 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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| 54 | this->currentPlayer = NULL; |
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[6695] | 55 | |
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[6804] | 56 | this->bFire = false; |
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[6868] | 57 | this->oldFlags = 0; |
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[6804] | 58 | |
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[6695] | 59 | this->setSynchronized(true); |
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[6959] | 60 | |
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| 61 | this->score = 0; |
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| 62 | this->oldScore = 0; |
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| 63 | |
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[7118] | 64 | this->bDead = false; |
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[5838] | 65 | } |
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| 66 | |
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[6695] | 67 | |
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[7346] | 68 | /** |
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| 69 | * @brief destroys the Playable |
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| 70 | */ |
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[5875] | 71 | Playable::~Playable() |
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[5838] | 72 | { |
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[6986] | 73 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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| 74 | // this->setPlayer(NULL); |
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| 75 | // IN ITS DESTRUCTOR. |
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| 76 | assert(this->currentPlayer == NULL); |
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[5875] | 77 | } |
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| 78 | |
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[7346] | 79 | /** |
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| 80 | * @brief loads Playable parameters onto the Playable |
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| 81 | * @param root the XML-root to load from |
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| 82 | */ |
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[7092] | 83 | void Playable::loadParams(const TiXmlElement* root) |
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| 84 | { |
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| 85 | WorldEntity::loadParams(root); |
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| 86 | |
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[7346] | 87 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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[7092] | 88 | } |
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| 89 | |
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[7346] | 90 | /** |
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| 91 | * @brief picks up a powerup |
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| 92 | * @param powerUp the PowerUp that should be picked. |
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| 93 | * @returns true on success (pickup was picked, false otherwise) |
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| 94 | * |
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| 95 | * This function also checks if the Pickup can be picked up by this Playable |
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| 96 | */ |
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| 97 | bool Playable::pickup(PowerUp* powerUp) |
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| 98 | { |
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| 99 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
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| 100 | { |
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| 101 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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| 102 | } |
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| 103 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
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| 104 | { |
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| 105 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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| 106 | switch(ppu->getType()) |
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| 107 | { |
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| 108 | case POWERUP_PARAM_HEALTH: |
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| 109 | this->increaseHealth(ppu->getValue()); |
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| 110 | return true; |
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| 111 | case POWERUP_PARAM_MAX_HEALTH: |
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| 112 | this->increaseHealthMax(ppu->getValue()); |
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| 113 | return true; |
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| 114 | } |
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| 115 | } |
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| 116 | return false; |
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| 117 | } |
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| 118 | |
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| 119 | /** |
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| 120 | * @brief adds a Weapon to the Playable. |
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| 121 | * @param weapon the Weapon to add. |
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| 122 | * @param configID the Configuration ID to add this weapon to. |
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| 123 | * @param slotID the slotID to add the Weapon to. |
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| 124 | */ |
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[7350] | 125 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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[6443] | 126 | { |
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[7350] | 127 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 128 | { |
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| 129 | this->weaponConfigChanged(); |
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| 130 | return true; |
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| 131 | } |
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| 132 | else |
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| 133 | { |
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| 134 | if (weapon != NULL) |
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| 135 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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[7351] | 136 | weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); |
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[7350] | 137 | else |
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| 138 | PRINTF(2)("No weapon defined\n"); |
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| 139 | return false; |
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[6443] | 140 | |
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[7350] | 141 | } |
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[6443] | 142 | } |
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| 143 | |
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[7346] | 144 | /** |
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| 145 | * @brief removes a Weapon. |
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| 146 | * @param weapon the Weapon to remove. |
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| 147 | */ |
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[6443] | 148 | void Playable::removeWeapon(Weapon* weapon) |
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| 149 | { |
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[7337] | 150 | this->weaponMan.removeWeapon(weapon); |
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[6443] | 151 | |
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[7338] | 152 | this->weaponConfigChanged(); |
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[6443] | 153 | } |
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| 154 | |
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[7346] | 155 | /** |
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| 156 | * @brief jumps to the next WeaponConfiguration |
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| 157 | */ |
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[6444] | 158 | void Playable::nextWeaponConfig() |
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| 159 | { |
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[7337] | 160 | this->weaponMan.nextWeaponConfig(); |
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[7338] | 161 | this->weaponConfigChanged(); |
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[6444] | 162 | } |
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[6443] | 163 | |
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[7346] | 164 | /** |
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| 165 | * @brief moves to the last WeaponConfiguration |
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| 166 | */ |
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[6444] | 167 | void Playable::previousWeaponConfig() |
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| 168 | { |
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[7337] | 169 | this->weaponMan.previousWeaponConfig(); |
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[7338] | 170 | this->weaponConfigChanged(); |
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[6444] | 171 | } |
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| 172 | |
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[7346] | 173 | /** |
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| 174 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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| 175 | * |
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| 176 | * TODO remove this |
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| 177 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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| 178 | */ |
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[6568] | 179 | void Playable::weaponConfigChanged() |
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| 180 | { |
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[6578] | 181 | if (this->currentPlayer != NULL) |
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| 182 | this->currentPlayer->weaponConfigChanged(); |
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[6568] | 183 | } |
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[6444] | 184 | |
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[7350] | 185 | /** |
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| 186 | * @brief a Cheat that gives us some Weapons |
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| 187 | */ |
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| 188 | void Playable::addSomeWeapons_CHEAT() |
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| 189 | { |
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[7351] | 190 | if (State::getPlayer() != NULL) |
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| 191 | { |
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| 192 | Playable* playable = State::getPlayer()->getPlayable(); |
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| 193 | if (playable != NULL) |
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| 194 | { |
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| 195 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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| 196 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
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| 197 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
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| 198 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
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| 199 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
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| 200 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
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| 201 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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| 202 | } |
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| 203 | } |
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[7350] | 204 | } |
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[7346] | 205 | |
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[7173] | 206 | /** |
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[7346] | 207 | * @brief subscribe to all events the controllable needs |
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| 208 | * @param player the player that shall controll this Playable |
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| 209 | * @returns false on error true otherwise. |
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| 210 | */ |
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| 211 | bool Playable::setPlayer(Player* player) |
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| 212 | { |
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| 213 | // if we already have a Player inside do nothing |
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| 214 | if (this->currentPlayer != NULL && player != NULL) |
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| 215 | { |
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| 216 | return false; |
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| 217 | } |
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| 218 | |
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| 219 | // eject the Player if player == NULL |
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| 220 | if (this->currentPlayer != NULL && player == NULL) |
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| 221 | { |
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| 222 | PRINTF(4)("Player gets ejected\n"); |
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| 223 | |
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| 224 | // unsubscibe all events. |
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| 225 | EventHandler* evh = EventHandler::getInstance(); |
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| 226 | std::vector<int>::iterator ev; |
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| 227 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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| 228 | evh->unsubscribe( ES_GAME, (*ev)); |
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| 229 | |
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| 230 | // leave the entity |
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| 231 | this->leave(); |
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| 232 | |
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| 233 | // eject the current Player. |
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| 234 | Player* ejectPlayer = this->currentPlayer; |
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| 235 | this->currentPlayer = NULL; |
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| 236 | // eject the Player. |
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| 237 | ejectPlayer->setPlayable(NULL); |
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| 238 | |
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| 239 | return true; |
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| 240 | } |
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| 241 | |
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| 242 | // get the new Player inside |
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| 243 | if (this->currentPlayer == NULL && player != NULL) |
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| 244 | { |
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| 245 | PRINTF(4)("New Player gets inside\n"); |
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| 246 | this->currentPlayer = player; |
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| 247 | if (this->currentPlayer->getPlayable() != this) |
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| 248 | this->currentPlayer->setPlayable(this); |
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| 249 | |
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| 250 | /*EventHandler*/ |
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| 251 | EventHandler* evh = EventHandler::getInstance(); |
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| 252 | std::vector<int>::iterator ev; |
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| 253 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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| 254 | evh->subscribe(player, ES_GAME, (*ev)); |
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| 255 | |
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| 256 | this->enter(); |
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| 257 | return true; |
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| 258 | } |
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| 259 | |
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| 260 | return false; |
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| 261 | } |
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| 262 | |
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| 263 | /** |
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| 264 | * @brief attaches the current Camera to this Playable |
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| 265 | * |
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| 266 | * this function can be derived, so that any Playable can make the attachment differently. |
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| 267 | */ |
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| 268 | void Playable::attachCamera() |
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| 269 | { |
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| 270 | State::getCameraNode()->setParentSoft(this); |
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| 271 | State::getCameraTargetNode()->setParentSoft(this); |
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| 272 | |
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| 273 | } |
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| 274 | |
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| 275 | /** |
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| 276 | * @brief detaches the Camera |
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| 277 | * @see void Playable::attachCamera() |
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| 278 | */ |
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| 279 | void Playable::detachCamera() |
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| 280 | {} |
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| 281 | |
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| 282 | |
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| 283 | /** |
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[7173] | 284 | * @brief sets the CameraMode. |
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| 285 | * @param cameraMode: the Mode to switch to. |
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| 286 | */ |
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| 287 | void Playable::setCameraMode(unsigned int cameraMode) |
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[7347] | 288 | { |
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| 289 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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| 290 | } |
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[7338] | 291 | |
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[7346] | 292 | |
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[7338] | 293 | /** |
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| 294 | * @brief sets the Playmode |
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| 295 | * @param playmode the Playmode |
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| 296 | * @returns true on success, false otherwise |
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| 297 | */ |
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[7339] | 298 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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[7173] | 299 | { |
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[7338] | 300 | if (!this->playmodeSupported(playmode)) |
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| 301 | return false; |
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| 302 | else |
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[7345] | 303 | { |
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[7347] | 304 | this->enterPlaymode(playmode); |
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[7338] | 305 | this->playmode = playmode; |
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[7345] | 306 | return true; |
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| 307 | } |
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[7173] | 308 | } |
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| 309 | |
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[7346] | 310 | /** |
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| 311 | * @brief This function look, that the Playable rotates to the given rotation. |
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| 312 | * @param angle the Angle around |
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| 313 | * @param dirX directionX |
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| 314 | * @param dirY directionY |
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| 315 | * @param dirZ directionZ |
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| 316 | * @param speed how fast to turn there. |
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| 317 | */ |
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| 318 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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| 319 | { |
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| 320 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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| 321 | } |
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[7173] | 322 | |
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[5872] | 323 | /** |
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[7346] | 324 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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| 325 | * @param playmode the Playmode to enter. |
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| 326 | * |
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| 327 | * In this function all the actions that are required to enter the Playmode are described. |
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| 328 | * e.g: camera, rotation, wait cycle and so on... |
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[7347] | 329 | * |
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| 330 | * on enter of this function the playmode is still the old playmode. |
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[7346] | 331 | */ |
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| 332 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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| 333 | { |
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[7347] | 334 | switch(playmode) |
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| 335 | { |
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| 336 | default: |
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| 337 | this->attachCamera(); |
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| 338 | break; |
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| 339 | case Playable::Horizontal: |
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| 340 | this->setCameraMode(Camera::ViewTop); |
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| 341 | break; |
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| 342 | case Playable::Vertical: |
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| 343 | this->setCameraMode(Camera::ViewLeft); |
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| 344 | break; |
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| 345 | case Playable::FromBehind: |
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| 346 | this->setCameraMode(Camera::ViewBehind); |
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| 347 | break; |
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| 348 | } |
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[7346] | 349 | } |
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| 350 | /** |
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[6436] | 351 | * @brief helps us colliding Playables |
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[7346] | 352 | * @param entity the Entity to collide |
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| 353 | * @param location where the collision occured. |
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[6436] | 354 | */ |
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| 355 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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| 356 | { |
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[7072] | 357 | if (entity == collider) |
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| 358 | return; |
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| 359 | collider = entity; |
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| 360 | |
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[7121] | 361 | if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) |
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[6966] | 362 | { |
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[7072] | 363 | this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); |
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[6966] | 364 | // EXTREME HACK |
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[7072] | 365 | if (this->getHealth() <= 0.0f) |
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[6966] | 366 | { |
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| 367 | this->die(); |
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| 368 | } |
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| 369 | } |
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| 370 | } |
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[6436] | 371 | |
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[6966] | 372 | |
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[7044] | 373 | void Playable::respawn() |
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[6966] | 374 | { |
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[7044] | 375 | PRINTF(0)("Playable respawn\n"); |
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| 376 | // only if this is the spaceship of the player |
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| 377 | if( this == State::getPlayer()->getPlayable()) |
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| 378 | State::getGameRules()->onPlayerSpawn(); |
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[6966] | 379 | |
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[7085] | 380 | |
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[7082] | 381 | if( this->getOwner() % 2 == 0) |
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| 382 | { |
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[7338] | 383 | // this->toList(OM_GROUP_00); |
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[7082] | 384 | this->setAbsCoor(213.37, 57.71, -47.98); |
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[7100] | 385 | this->setAbsDir(0, 0, 1, 0); |
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[7082] | 386 | } |
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[6966] | 387 | else |
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[7099] | 388 | { // red team |
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[7338] | 389 | // this->toList(OM_GROUP_01); |
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[7082] | 390 | this->setAbsCoor(-314.450, 40.701, 83.554); |
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[7100] | 391 | this->setAbsDir(1.0, -0.015, -0.012, 0.011); |
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[7082] | 392 | } |
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[7118] | 393 | this->reset(); |
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| 394 | this->bDead = false; |
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[6436] | 395 | } |
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| 396 | |
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[6966] | 397 | |
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[7088] | 398 | |
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[7044] | 399 | void Playable::die() |
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| 400 | { |
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[7119] | 401 | Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); |
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| 402 | |
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| 403 | |
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[7118] | 404 | if( !this->bDead) |
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| 405 | { |
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| 406 | PRINTF(0)("Playable dies\n"); |
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[7338] | 407 | // only if this is the spaceship of the player |
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[7118] | 408 | if (State::isOnline()) |
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| 409 | { |
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| 410 | if( this == State::getPlayer()->getPlayable()) |
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| 411 | State::getGameRules()->onPlayerDeath(); |
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[7044] | 412 | |
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[7338] | 413 | // this->toList(OM_GROUP_05); |
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| 414 | //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that |
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[7118] | 415 | this->setAbsCoor(-2000.0, -2000.0, -2000.0); |
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[7078] | 416 | |
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[7338] | 417 | //explosion hack |
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[7118] | 418 | |
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| 419 | } |
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| 420 | this->bDead = true; |
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[7072] | 421 | } |
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[7044] | 422 | } |
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| 423 | |
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| 424 | |
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[6986] | 425 | |
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| 426 | |
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| 427 | |
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[5896] | 428 | /** |
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[7346] | 429 | * @brief add an event to the event list of events this Playable can capture |
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[5898] | 430 | * @param eventType the Type of event to add |
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[5889] | 431 | */ |
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[5896] | 432 | void Playable::registerEvent(int eventType) |
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[5889] | 433 | { |
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| 434 | this->events.push_back(eventType); |
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| 435 | |
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[5896] | 436 | if (this->currentPlayer != NULL) |
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| 437 | EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); |
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[5889] | 438 | } |
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| 439 | |
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[5896] | 440 | /** |
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[7339] | 441 | * @brief remove an event to the event list this Playable can capture. |
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[5898] | 442 | * @param event the event to unregister. |
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[5896] | 443 | */ |
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| 444 | void Playable::unregisterEvent(int eventType) |
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| 445 | { |
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[7338] | 446 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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| 447 | this->events.erase(rmEvent); |
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[5889] | 448 | |
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[5896] | 449 | if (this->currentPlayer != NULL) |
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| 450 | EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); |
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| 451 | } |
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[5889] | 452 | |
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[6804] | 453 | /** |
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| 454 | * @brief ticks a Playable |
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| 455 | * @param dt: the passed time since the last Tick |
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| 456 | */ |
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| 457 | void Playable::tick(float dt) |
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| 458 | { |
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[7337] | 459 | this->weaponMan.tick(dt); |
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[6804] | 460 | if (this->bFire) |
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[7337] | 461 | weaponMan.fire(); |
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[6804] | 462 | } |
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[5896] | 463 | |
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[6804] | 464 | |
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| 465 | /** |
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| 466 | * @brief processes Playable events. |
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| 467 | * @param event the Captured Event. |
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| 468 | */ |
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| 469 | void Playable::process(const Event &event) |
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| 470 | { |
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| 471 | if( event.type == KeyMapper::PEV_FIRE1) |
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| 472 | this->bFire = event.bPressed; |
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| 473 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 474 | { |
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| 475 | this->nextWeaponConfig(); |
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| 476 | } |
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| 477 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 478 | this->previousWeaponConfig(); |
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| 479 | } |
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| 480 | |
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| 481 | |
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[6959] | 482 | #define DATA_FLAGS 1 |
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| 483 | #define DATA_SCORE 2 |
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| 484 | |
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[6868] | 485 | #define FLAGS_bFire 1 |
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| 486 | |
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| 487 | int Playable::writeSync( const byte * data, int length, int sender ) |
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| 488 | { |
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| 489 | SYNCHELP_READ_BEGIN(); |
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[7010] | 490 | |
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[6994] | 491 | byte b; |
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| 492 | SYNCHELP_READ_BYTE( b, NWT_PL_B ); |
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[7010] | 493 | |
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[6868] | 494 | byte flags; |
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[7010] | 495 | |
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[6994] | 496 | if ( b == DATA_FLAGS ) |
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| 497 | { |
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| 498 | SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); |
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[6871] | 499 | |
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[6994] | 500 | bFire = (flags & FLAGS_bFire) != 0; |
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[7010] | 501 | |
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[6994] | 502 | return SYNCHELP_READ_N; |
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| 503 | } |
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[7010] | 504 | |
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[6994] | 505 | if ( b == DATA_SCORE ) |
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| 506 | { |
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| 507 | int newScore; |
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| 508 | SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE ); |
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| 509 | setScore( newScore ); |
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[7010] | 510 | |
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[6994] | 511 | return SYNCHELP_READ_N; |
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| 512 | } |
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[6871] | 513 | |
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[6868] | 514 | return SYNCHELP_READ_N; |
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| 515 | } |
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| 516 | |
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| 517 | int Playable::readSync( byte * data, int maxLength ) |
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| 518 | { |
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| 519 | SYNCHELP_WRITE_BEGIN(); |
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[7010] | 520 | |
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[6994] | 521 | if ( score != oldScore && isServer() ) |
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| 522 | { |
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| 523 | SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B); |
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| 524 | SYNCHELP_WRITE_INT( score, NWT_PL_SCORE ); |
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| 525 | oldScore = score; |
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[7010] | 526 | |
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[6994] | 527 | return SYNCHELP_WRITE_N; |
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| 528 | } |
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[7010] | 529 | |
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[6868] | 530 | byte flags = 0; |
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[6871] | 531 | |
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[6868] | 532 | if ( bFire ) |
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| 533 | flags |= FLAGS_bFire; |
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| 534 | |
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[6871] | 535 | |
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[6994] | 536 | SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B); |
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[6868] | 537 | SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); |
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| 538 | oldFlags = flags; |
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| 539 | |
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[6871] | 540 | |
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[6868] | 541 | return SYNCHELP_WRITE_N; |
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| 542 | } |
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| 543 | |
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| 544 | bool Playable::needsReadSync( ) |
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| 545 | { |
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[6994] | 546 | if ( score != oldScore && isServer() ) |
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| 547 | return true; |
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[6959] | 548 | |
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[6868] | 549 | byte flags = 0; |
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[6871] | 550 | |
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[6868] | 551 | if ( bFire ) |
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| 552 | flags |= FLAGS_bFire; |
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[6871] | 553 | |
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[6868] | 554 | return flags!=oldFlags; |
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| 555 | } |
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[7339] | 556 | |
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| 557 | |
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[7346] | 558 | /** |
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| 559 | * @brief converts a string into a Playable::Playmode. |
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| 560 | * @param playmode the string naming the Playable::Playmode to convert. |
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| 561 | * @returns the Playable::Playmode converted from playmode. |
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| 562 | */ |
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[7339] | 563 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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| 564 | { |
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| 565 | if (playmode == "Vertical") |
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| 566 | return Playable::Vertical; |
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| 567 | if (playmode == "Horizontal") |
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| 568 | return Playable::Horizontal; |
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| 569 | if (playmode == "FromBehind") |
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| 570 | return Playable::FromBehind; |
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| 571 | if (playmode == "Full3D") |
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| 572 | return Playable::Full3D; |
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| 573 | |
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| 574 | return Playable::Full3D; |
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| 575 | } |
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| 576 | |
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[7346] | 577 | |
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| 578 | /** |
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| 579 | * @brief converts a playmode into a string. |
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| 580 | * @param playmode the Playable::Playmode to convert. |
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| 581 | * @returns the String. |
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| 582 | */ |
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[7339] | 583 | const char* Playable::playmodeToString(Playable::Playmode playmode) |
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| 584 | { |
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| 585 | switch(playmode) |
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| 586 | { |
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| 587 | case Playable::Vertical: |
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| 588 | return "Vertical"; |
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| 589 | case Playable::Horizontal: |
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| 590 | return "Horizontal"; |
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| 591 | case Playable::FromBehind: |
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| 592 | return "FromBehind"; |
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| 593 | case Playable::Full3D: |
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| 594 | return "Full3D"; |
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| 595 | |
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| 596 | default: |
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| 597 | return "Full3D"; |
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| 598 | } |
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| 599 | |
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| 600 | } |
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