[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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[5895] | 18 | |
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[7868] | 19 | #include "key_mapper.h" |
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| 20 | |
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[5875] | 21 | #include "player.h" |
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[6241] | 22 | #include "state.h" |
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[7347] | 23 | #include "camera.h" |
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| 24 | |
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[7193] | 25 | #include "util/loading/load_param.h" |
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[5838] | 26 | |
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[6547] | 27 | #include "power_ups/weapon_power_up.h" |
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| 28 | #include "power_ups/param_power_up.h" |
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[5872] | 29 | |
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[7044] | 30 | #include "game_rules.h" |
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[6547] | 31 | |
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[6959] | 32 | #include "dot_emitter.h" |
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| 33 | #include "sprite_particles.h" |
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| 34 | |
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[7121] | 35 | #include "shared_network_data.h" |
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| 36 | |
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[7118] | 37 | #include "effects/explosion.h" |
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[7482] | 38 | #include "kill.cc" |
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[6959] | 39 | |
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[7350] | 40 | #include "shell_command.h" |
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[7356] | 41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
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| 42 | ->setAlias("orxoWeapon"); |
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[7118] | 43 | |
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[7350] | 44 | |
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[5838] | 45 | Playable::Playable() |
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[7338] | 46 | : weaponMan(this), |
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| 47 | supportedPlaymodes(Playable::Full3D), |
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| 48 | playmode(Playable::Full3D) |
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[5838] | 49 | { |
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[6442] | 50 | this->setClassID(CL_PLAYABLE, "Playable"); |
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| 51 | PRINTF(4)("PLAYABLE INIT\n"); |
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| 52 | |
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| 53 | this->toList(OM_GROUP_01); |
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| 54 | |
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| 55 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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| 56 | this->currentPlayer = NULL; |
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[6695] | 57 | |
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[6804] | 58 | this->bFire = false; |
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[6868] | 59 | this->oldFlags = 0; |
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[6804] | 60 | |
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[6695] | 61 | this->setSynchronized(true); |
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[6959] | 62 | |
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| 63 | this->score = 0; |
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| 64 | this->oldScore = 0; |
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[7713] | 65 | this->collider = NULL; |
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[6959] | 66 | |
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[7118] | 67 | this->bDead = false; |
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[5838] | 68 | } |
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| 69 | |
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[6695] | 70 | |
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[7346] | 71 | /** |
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| 72 | * @brief destroys the Playable |
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| 73 | */ |
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[5875] | 74 | Playable::~Playable() |
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[5838] | 75 | { |
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[6986] | 76 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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| 77 | // this->setPlayer(NULL); |
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| 78 | // IN ITS DESTRUCTOR. |
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| 79 | assert(this->currentPlayer == NULL); |
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[5875] | 80 | } |
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| 81 | |
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[7346] | 82 | /** |
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| 83 | * @brief loads Playable parameters onto the Playable |
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| 84 | * @param root the XML-root to load from |
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| 85 | */ |
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[7092] | 86 | void Playable::loadParams(const TiXmlElement* root) |
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| 87 | { |
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| 88 | WorldEntity::loadParams(root); |
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| 89 | |
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[7346] | 90 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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[7092] | 91 | } |
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| 92 | |
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[7346] | 93 | /** |
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| 94 | * @brief picks up a powerup |
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| 95 | * @param powerUp the PowerUp that should be picked. |
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| 96 | * @returns true on success (pickup was picked, false otherwise) |
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| 97 | * |
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| 98 | * This function also checks if the Pickup can be picked up by this Playable |
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| 99 | */ |
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| 100 | bool Playable::pickup(PowerUp* powerUp) |
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| 101 | { |
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| 102 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
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| 103 | { |
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| 104 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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| 105 | } |
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| 106 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
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| 107 | { |
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| 108 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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| 109 | switch(ppu->getType()) |
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| 110 | { |
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| 111 | case POWERUP_PARAM_HEALTH: |
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| 112 | this->increaseHealth(ppu->getValue()); |
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| 113 | return true; |
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| 114 | case POWERUP_PARAM_MAX_HEALTH: |
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| 115 | this->increaseHealthMax(ppu->getValue()); |
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| 116 | return true; |
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| 117 | } |
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| 118 | } |
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| 119 | return false; |
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| 120 | } |
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| 121 | |
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| 122 | /** |
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| 123 | * @brief adds a Weapon to the Playable. |
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| 124 | * @param weapon the Weapon to add. |
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| 125 | * @param configID the Configuration ID to add this weapon to. |
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| 126 | * @param slotID the slotID to add the Weapon to. |
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| 127 | */ |
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[7350] | 128 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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[6443] | 129 | { |
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[7350] | 130 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 131 | { |
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| 132 | this->weaponConfigChanged(); |
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| 133 | return true; |
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| 134 | } |
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| 135 | else |
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| 136 | { |
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| 137 | if (weapon != NULL) |
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| 138 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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[7351] | 139 | weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); |
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[7350] | 140 | else |
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| 141 | PRINTF(2)("No weapon defined\n"); |
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| 142 | return false; |
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[6443] | 143 | |
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[7350] | 144 | } |
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[6443] | 145 | } |
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| 146 | |
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[7346] | 147 | /** |
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| 148 | * @brief removes a Weapon. |
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| 149 | * @param weapon the Weapon to remove. |
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| 150 | */ |
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[6443] | 151 | void Playable::removeWeapon(Weapon* weapon) |
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| 152 | { |
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[7337] | 153 | this->weaponMan.removeWeapon(weapon); |
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[6443] | 154 | |
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[7338] | 155 | this->weaponConfigChanged(); |
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[6443] | 156 | } |
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| 157 | |
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[7346] | 158 | /** |
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| 159 | * @brief jumps to the next WeaponConfiguration |
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| 160 | */ |
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[6444] | 161 | void Playable::nextWeaponConfig() |
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| 162 | { |
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[7337] | 163 | this->weaponMan.nextWeaponConfig(); |
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[7338] | 164 | this->weaponConfigChanged(); |
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[6444] | 165 | } |
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[6443] | 166 | |
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[7346] | 167 | /** |
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| 168 | * @brief moves to the last WeaponConfiguration |
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| 169 | */ |
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[6444] | 170 | void Playable::previousWeaponConfig() |
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| 171 | { |
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[7337] | 172 | this->weaponMan.previousWeaponConfig(); |
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[7338] | 173 | this->weaponConfigChanged(); |
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[6444] | 174 | } |
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| 175 | |
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[7346] | 176 | /** |
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| 177 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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| 178 | * |
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| 179 | * TODO remove this |
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| 180 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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| 181 | */ |
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[6568] | 182 | void Playable::weaponConfigChanged() |
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| 183 | { |
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[6578] | 184 | if (this->currentPlayer != NULL) |
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| 185 | this->currentPlayer->weaponConfigChanged(); |
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[6568] | 186 | } |
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[6444] | 187 | |
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[7350] | 188 | /** |
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| 189 | * @brief a Cheat that gives us some Weapons |
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| 190 | */ |
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| 191 | void Playable::addSomeWeapons_CHEAT() |
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| 192 | { |
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[7351] | 193 | if (State::getPlayer() != NULL) |
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| 194 | { |
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| 195 | Playable* playable = State::getPlayer()->getPlayable(); |
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| 196 | if (playable != NULL) |
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| 197 | { |
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| 198 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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| 199 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
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| 200 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
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| 201 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
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| 202 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
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| 203 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
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| 204 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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| 205 | } |
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| 206 | } |
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[7350] | 207 | } |
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[7346] | 208 | |
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[7173] | 209 | /** |
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[7346] | 210 | * @brief subscribe to all events the controllable needs |
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| 211 | * @param player the player that shall controll this Playable |
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| 212 | * @returns false on error true otherwise. |
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| 213 | */ |
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| 214 | bool Playable::setPlayer(Player* player) |
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| 215 | { |
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| 216 | // if we already have a Player inside do nothing |
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| 217 | if (this->currentPlayer != NULL && player != NULL) |
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| 218 | { |
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| 219 | return false; |
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| 220 | } |
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| 221 | |
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| 222 | // eject the Player if player == NULL |
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| 223 | if (this->currentPlayer != NULL && player == NULL) |
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| 224 | { |
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| 225 | PRINTF(4)("Player gets ejected\n"); |
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| 226 | |
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| 227 | // unsubscibe all events. |
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| 228 | std::vector<int>::iterator ev; |
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| 229 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 230 | player->unsubscribeEvent(ES_GAME, (*ev)); |
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[7346] | 231 | |
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| 232 | // leave the entity |
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| 233 | this->leave(); |
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| 234 | |
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| 235 | // eject the current Player. |
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| 236 | Player* ejectPlayer = this->currentPlayer; |
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| 237 | this->currentPlayer = NULL; |
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| 238 | // eject the Player. |
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| 239 | ejectPlayer->setPlayable(NULL); |
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| 240 | |
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| 241 | return true; |
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| 242 | } |
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| 243 | |
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| 244 | // get the new Player inside |
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| 245 | if (this->currentPlayer == NULL && player != NULL) |
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| 246 | { |
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| 247 | PRINTF(4)("New Player gets inside\n"); |
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| 248 | this->currentPlayer = player; |
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| 249 | if (this->currentPlayer->getPlayable() != this) |
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| 250 | this->currentPlayer->setPlayable(this); |
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| 251 | |
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| 252 | /*EventHandler*/ |
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| 253 | std::vector<int>::iterator ev; |
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| 254 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 255 | player->subscribeEvent(ES_GAME, (*ev)); |
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[7346] | 256 | |
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| 257 | this->enter(); |
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| 258 | return true; |
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| 259 | } |
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| 260 | |
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| 261 | return false; |
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| 262 | } |
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| 263 | |
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| 264 | /** |
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| 265 | * @brief attaches the current Camera to this Playable |
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| 266 | * |
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| 267 | * this function can be derived, so that any Playable can make the attachment differently. |
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| 268 | */ |
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| 269 | void Playable::attachCamera() |
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| 270 | { |
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| 271 | State::getCameraNode()->setParentSoft(this); |
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| 272 | State::getCameraTargetNode()->setParentSoft(this); |
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| 273 | |
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| 274 | } |
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| 275 | |
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| 276 | /** |
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| 277 | * @brief detaches the Camera |
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| 278 | * @see void Playable::attachCamera() |
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| 279 | */ |
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| 280 | void Playable::detachCamera() |
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| 281 | {} |
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| 282 | |
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| 283 | |
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| 284 | /** |
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[7173] | 285 | * @brief sets the CameraMode. |
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| 286 | * @param cameraMode: the Mode to switch to. |
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| 287 | */ |
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| 288 | void Playable::setCameraMode(unsigned int cameraMode) |
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[7347] | 289 | { |
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| 290 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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| 291 | } |
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[7338] | 292 | |
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[7346] | 293 | |
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[7338] | 294 | /** |
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| 295 | * @brief sets the Playmode |
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| 296 | * @param playmode the Playmode |
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| 297 | * @returns true on success, false otherwise |
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| 298 | */ |
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[7339] | 299 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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[7173] | 300 | { |
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[7338] | 301 | if (!this->playmodeSupported(playmode)) |
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| 302 | return false; |
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| 303 | else |
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[7345] | 304 | { |
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[7347] | 305 | this->enterPlaymode(playmode); |
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[7338] | 306 | this->playmode = playmode; |
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[7345] | 307 | return true; |
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| 308 | } |
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[7173] | 309 | } |
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| 310 | |
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[7346] | 311 | /** |
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| 312 | * @brief This function look, that the Playable rotates to the given rotation. |
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| 313 | * @param angle the Angle around |
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| 314 | * @param dirX directionX |
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| 315 | * @param dirY directionY |
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| 316 | * @param dirZ directionZ |
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| 317 | * @param speed how fast to turn there. |
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| 318 | */ |
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| 319 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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| 320 | { |
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| 321 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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| 322 | } |
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[7173] | 323 | |
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[5872] | 324 | /** |
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[7346] | 325 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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| 326 | * @param playmode the Playmode to enter. |
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| 327 | * |
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| 328 | * In this function all the actions that are required to enter the Playmode are described. |
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| 329 | * e.g: camera, rotation, wait cycle and so on... |
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[7347] | 330 | * |
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| 331 | * on enter of this function the playmode is still the old playmode. |
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[7346] | 332 | */ |
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| 333 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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| 334 | { |
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[7347] | 335 | switch(playmode) |
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| 336 | { |
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| 337 | default: |
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| 338 | this->attachCamera(); |
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| 339 | break; |
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| 340 | case Playable::Horizontal: |
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| 341 | this->setCameraMode(Camera::ViewTop); |
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| 342 | break; |
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| 343 | case Playable::Vertical: |
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| 344 | this->setCameraMode(Camera::ViewLeft); |
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| 345 | break; |
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| 346 | case Playable::FromBehind: |
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| 347 | this->setCameraMode(Camera::ViewBehind); |
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| 348 | break; |
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| 349 | } |
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[7346] | 350 | } |
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| 351 | /** |
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[6436] | 352 | * @brief helps us colliding Playables |
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[7346] | 353 | * @param entity the Entity to collide |
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| 354 | * @param location where the collision occured. |
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[6436] | 355 | */ |
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| 356 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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| 357 | { |
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[7072] | 358 | if (entity == collider) |
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| 359 | return; |
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| 360 | collider = entity; |
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| 361 | |
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[7121] | 362 | if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) |
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[6966] | 363 | { |
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[7072] | 364 | this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); |
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[6966] | 365 | // EXTREME HACK |
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[7072] | 366 | if (this->getHealth() <= 0.0f) |
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[6966] | 367 | { |
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| 368 | this->die(); |
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[7482] | 369 | |
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| 370 | if( State::getGameRules() != NULL) |
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| 371 | State::getGameRules()->registerKill(Kill(entity, this)); |
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[6966] | 372 | } |
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| 373 | } |
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| 374 | } |
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[6436] | 375 | |
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[6966] | 376 | |
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[7044] | 377 | void Playable::respawn() |
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[6966] | 378 | { |
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[7044] | 379 | PRINTF(0)("Playable respawn\n"); |
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| 380 | // only if this is the spaceship of the player |
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| 381 | if( this == State::getPlayer()->getPlayable()) |
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| 382 | State::getGameRules()->onPlayerSpawn(); |
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[6966] | 383 | |
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[7085] | 384 | |
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[7082] | 385 | if( this->getOwner() % 2 == 0) |
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| 386 | { |
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[7338] | 387 | // this->toList(OM_GROUP_00); |
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[7082] | 388 | this->setAbsCoor(213.37, 57.71, -47.98); |
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[7100] | 389 | this->setAbsDir(0, 0, 1, 0); |
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[7082] | 390 | } |
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[6966] | 391 | else |
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[7099] | 392 | { // red team |
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[7338] | 393 | // this->toList(OM_GROUP_01); |
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[7082] | 394 | this->setAbsCoor(-314.450, 40.701, 83.554); |
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[7100] | 395 | this->setAbsDir(1.0, -0.015, -0.012, 0.011); |
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[7082] | 396 | } |
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[7118] | 397 | this->reset(); |
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| 398 | this->bDead = false; |
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[6436] | 399 | } |
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| 400 | |
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[6966] | 401 | |
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[7088] | 402 | |
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[7044] | 403 | void Playable::die() |
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| 404 | { |
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[7119] | 405 | Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); |
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| 406 | |
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| 407 | |
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[7118] | 408 | if( !this->bDead) |
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| 409 | { |
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| 410 | PRINTF(0)("Playable dies\n"); |
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[7338] | 411 | // only if this is the spaceship of the player |
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[7118] | 412 | if (State::isOnline()) |
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| 413 | { |
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| 414 | if( this == State::getPlayer()->getPlayable()) |
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| 415 | State::getGameRules()->onPlayerDeath(); |
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[7044] | 416 | |
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[7338] | 417 | // this->toList(OM_GROUP_05); |
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| 418 | //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that |
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[7118] | 419 | this->setAbsCoor(-2000.0, -2000.0, -2000.0); |
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[7078] | 420 | |
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[7338] | 421 | //explosion hack |
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[7118] | 422 | |
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| 423 | } |
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| 424 | this->bDead = true; |
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[7072] | 425 | } |
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[7044] | 426 | } |
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| 427 | |
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| 428 | |
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[6986] | 429 | |
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| 430 | |
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| 431 | |
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[5896] | 432 | /** |
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[7346] | 433 | * @brief add an event to the event list of events this Playable can capture |
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[5898] | 434 | * @param eventType the Type of event to add |
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[5889] | 435 | */ |
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[5896] | 436 | void Playable::registerEvent(int eventType) |
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[5889] | 437 | { |
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| 438 | this->events.push_back(eventType); |
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| 439 | |
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[5896] | 440 | if (this->currentPlayer != NULL) |
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[7868] | 441 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
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[5889] | 442 | } |
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| 443 | |
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[5896] | 444 | /** |
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[7339] | 445 | * @brief remove an event to the event list this Playable can capture. |
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[5898] | 446 | * @param event the event to unregister. |
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[5896] | 447 | */ |
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| 448 | void Playable::unregisterEvent(int eventType) |
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| 449 | { |
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[7338] | 450 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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| 451 | this->events.erase(rmEvent); |
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[5889] | 452 | |
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[5896] | 453 | if (this->currentPlayer != NULL) |
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[7868] | 454 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
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[5896] | 455 | } |
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[5889] | 456 | |
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[6804] | 457 | /** |
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| 458 | * @brief ticks a Playable |
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| 459 | * @param dt: the passed time since the last Tick |
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| 460 | */ |
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| 461 | void Playable::tick(float dt) |
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| 462 | { |
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[7337] | 463 | this->weaponMan.tick(dt); |
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[6804] | 464 | if (this->bFire) |
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[7337] | 465 | weaponMan.fire(); |
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[6804] | 466 | } |
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[5896] | 467 | |
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[6804] | 468 | |
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| 469 | /** |
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| 470 | * @brief processes Playable events. |
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| 471 | * @param event the Captured Event. |
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| 472 | */ |
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| 473 | void Playable::process(const Event &event) |
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| 474 | { |
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| 475 | if( event.type == KeyMapper::PEV_FIRE1) |
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| 476 | this->bFire = event.bPressed; |
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| 477 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 478 | { |
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| 479 | this->nextWeaponConfig(); |
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| 480 | } |
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| 481 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 482 | this->previousWeaponConfig(); |
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| 483 | } |
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| 484 | |
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| 485 | |
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[6959] | 486 | #define DATA_FLAGS 1 |
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| 487 | #define DATA_SCORE 2 |
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| 488 | |
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[6868] | 489 | #define FLAGS_bFire 1 |
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| 490 | |
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| 491 | int Playable::writeSync( const byte * data, int length, int sender ) |
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| 492 | { |
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| 493 | SYNCHELP_READ_BEGIN(); |
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[7010] | 494 | |
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[6994] | 495 | byte b; |
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| 496 | SYNCHELP_READ_BYTE( b, NWT_PL_B ); |
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[7010] | 497 | |
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[6868] | 498 | byte flags; |
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[7010] | 499 | |
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[6994] | 500 | if ( b == DATA_FLAGS ) |
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| 501 | { |
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| 502 | SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); |
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[6871] | 503 | |
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[6994] | 504 | bFire = (flags & FLAGS_bFire) != 0; |
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[7010] | 505 | |
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[6994] | 506 | return SYNCHELP_READ_N; |
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| 507 | } |
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[7010] | 508 | |
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[6994] | 509 | if ( b == DATA_SCORE ) |
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| 510 | { |
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| 511 | int newScore; |
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| 512 | SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE ); |
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| 513 | setScore( newScore ); |
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[7010] | 514 | |
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[6994] | 515 | return SYNCHELP_READ_N; |
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| 516 | } |
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[6871] | 517 | |
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[6868] | 518 | return SYNCHELP_READ_N; |
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| 519 | } |
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| 520 | |
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| 521 | int Playable::readSync( byte * data, int maxLength ) |
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| 522 | { |
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| 523 | SYNCHELP_WRITE_BEGIN(); |
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[7010] | 524 | |
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[6994] | 525 | if ( score != oldScore && isServer() ) |
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| 526 | { |
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| 527 | SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B); |
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| 528 | SYNCHELP_WRITE_INT( score, NWT_PL_SCORE ); |
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| 529 | oldScore = score; |
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[7010] | 530 | |
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[6994] | 531 | return SYNCHELP_WRITE_N; |
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| 532 | } |
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[7010] | 533 | |
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[6868] | 534 | byte flags = 0; |
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[6871] | 535 | |
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[6868] | 536 | if ( bFire ) |
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| 537 | flags |= FLAGS_bFire; |
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| 538 | |
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[6871] | 539 | |
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[6994] | 540 | SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B); |
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[6868] | 541 | SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); |
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| 542 | oldFlags = flags; |
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| 543 | |
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[6871] | 544 | |
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[6868] | 545 | return SYNCHELP_WRITE_N; |
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| 546 | } |
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| 547 | |
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| 548 | bool Playable::needsReadSync( ) |
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| 549 | { |
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[6994] | 550 | if ( score != oldScore && isServer() ) |
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| 551 | return true; |
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[6959] | 552 | |
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[6868] | 553 | byte flags = 0; |
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[6871] | 554 | |
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[6868] | 555 | if ( bFire ) |
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| 556 | flags |= FLAGS_bFire; |
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[6871] | 557 | |
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[6868] | 558 | return flags!=oldFlags; |
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| 559 | } |
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[7339] | 560 | |
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| 561 | |
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[7346] | 562 | /** |
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| 563 | * @brief converts a string into a Playable::Playmode. |
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| 564 | * @param playmode the string naming the Playable::Playmode to convert. |
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| 565 | * @returns the Playable::Playmode converted from playmode. |
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| 566 | */ |
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[7339] | 567 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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| 568 | { |
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[7412] | 569 | if (playmode == Playable::playmodeNames[0]) |
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[7339] | 570 | return Playable::Vertical; |
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[7412] | 571 | if (playmode == Playable::playmodeNames[1]) |
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[7339] | 572 | return Playable::Horizontal; |
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[7412] | 573 | if (playmode == Playable::playmodeNames[2]) |
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[7339] | 574 | return Playable::FromBehind; |
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[7412] | 575 | if (playmode == Playable::playmodeNames[3]) |
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[7339] | 576 | return Playable::Full3D; |
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| 577 | |
---|
| 578 | return Playable::Full3D; |
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| 579 | } |
---|
| 580 | |
---|
[7346] | 581 | |
---|
| 582 | /** |
---|
| 583 | * @brief converts a playmode into a string. |
---|
| 584 | * @param playmode the Playable::Playmode to convert. |
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| 585 | * @returns the String. |
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| 586 | */ |
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[7412] | 587 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
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[7339] | 588 | { |
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| 589 | switch(playmode) |
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| 590 | { |
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| 591 | case Playable::Vertical: |
---|
[7412] | 592 | return Playable::playmodeNames[0]; |
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[7339] | 593 | case Playable::Horizontal: |
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[7412] | 594 | return Playable::playmodeNames[1]; |
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[7339] | 595 | case Playable::FromBehind: |
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[7412] | 596 | return Playable::playmodeNames[2]; |
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[7339] | 597 | case Playable::Full3D: |
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[7412] | 598 | return Playable::playmodeNames[3]; |
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[7339] | 599 | |
---|
| 600 | default: |
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[7412] | 601 | return Playable::playmodeNames[3]; |
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[7339] | 602 | } |
---|
[7412] | 603 | } |
---|
[7339] | 604 | |
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[7412] | 605 | /** |
---|
| 606 | * @brief PlaymodeNames |
---|
| 607 | */ |
---|
| 608 | const std::string Playable::playmodeNames[] = |
---|
| 609 | { |
---|
| 610 | "Vertical", |
---|
| 611 | "Horizontal", |
---|
| 612 | "FromBehind", |
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| 613 | "Full3D" |
---|
| 614 | }; |
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