Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 9109

Last change on this file since 9109 was 9061, checked in by patrick, 18 years ago

merged the single_player branche to trunk

File size: 12.9 KB
RevLine 
[5838]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
[5841]12   main-programmer: Silvan Nellen
13   co-programmer: Benjamin Knecht
[5838]14*/
15
[5881]16
[5838]17#include "playable.h"
[5895]18
[7868]19#include "key_mapper.h"
20
[5875]21#include "player.h"
[6241]22#include "state.h"
[7347]23#include "camera.h"
24
[7193]25#include "util/loading/load_param.h"
[5838]26
[6547]27#include "power_ups/weapon_power_up.h"
28#include "power_ups/param_power_up.h"
[5872]29
[7044]30#include "game_rules.h"
[6547]31
[6959]32#include "dot_emitter.h"
33#include "sprite_particles.h"
34
[7121]35#include "shared_network_data.h"
36
[7118]37#include "effects/explosion.h"
[7482]38#include "kill.cc"
[6959]39
[7350]40#include "shell_command.h"
[7356]41SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT)
42  ->setAlias("orxoWeapon");
[7118]43
[7350]44
[5838]45Playable::Playable()
[7338]46    : weaponMan(this),
47    supportedPlaymodes(Playable::Full3D),
48    playmode(Playable::Full3D)
[5838]49{
[6442]50  this->setClassID(CL_PLAYABLE, "Playable");
51  PRINTF(4)("PLAYABLE INIT\n");
52
53  this->toList(OM_GROUP_01);
54
55  // the reference to the Current Player is NULL, because we dont have one at the beginning.
56  this->currentPlayer = NULL;
[6695]57
[6804]58  this->bFire = false;
[6868]59  this->oldFlags = 0;
[6804]60
[6695]61  this->setSynchronized(true);
[6959]62
63  this->score = 0;
[7713]64  this->collider = NULL;
[9061]65  this->enterRadius = 10.0f;
[6959]66
[7118]67  this->bDead = false;
[9008]68
[8490]69  this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY);
70
[7954]71  registerVar( new SynchronizeableInt( &score, &score, "score" ) );
72  registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER));
[5838]73}
74
[6695]75
[7346]76/**
77 * @brief destroys the Playable
78 */
[5875]79Playable::~Playable()
[5838]80{
[6986]81  // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH
82  // this->setPlayer(NULL);
83  // IN ITS DESTRUCTOR.
[8316]84
[6986]85  assert(this->currentPlayer == NULL);
[5875]86}
87
[7346]88/**
89 * @brief loads Playable parameters onto the Playable
90 * @param root the XML-root to load from
91 */
[7092]92void Playable::loadParams(const TiXmlElement* root)
93{
94  WorldEntity::loadParams(root);
95
[7346]96  LoadParam(root, "abs-dir", this, Playable, setPlayDirection);
[9061]97  LoadParam(root, "enter-radius", this, Playable, setEnterRadius)
98      .describe("The Distance one can enter the ship from.");
[7092]99}
100
[7346]101/**
102 * @brief picks up a powerup
103 * @param powerUp the PowerUp that should be picked.
104 * @returns true on success (pickup was picked, false otherwise)
105 *
106 * This function also checks if the Pickup can be picked up by this Playable
107 */
108bool Playable::pickup(PowerUp* powerUp)
109{
110  if(powerUp->isA(CL_WEAPON_POWER_UP))
111  {
112    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager());
113  }
114  else if(powerUp->isA(CL_PARAM_POWER_UP))
115  {
116    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
117    switch(ppu->getType())
118    {
119      case POWERUP_PARAM_HEALTH:
120        this->increaseHealth(ppu->getValue());
121        return true;
122      case POWERUP_PARAM_MAX_HEALTH:
123        this->increaseHealthMax(ppu->getValue());
124        return true;
[8316]125      default:
126        /// EVERYTHING THAT IS NOT HANDLED
127        /// FIXME
128        return false;
[7346]129    }
130  }
131  return false;
132}
133
134/**
135 * @brief adds a Weapon to the Playable.
136 * @param weapon the Weapon to add.
137 * @param configID the Configuration ID to add this weapon to.
138 * @param slotID the slotID to add the Weapon to.
139 */
[7350]140bool Playable::addWeapon(Weapon* weapon, int configID, int slotID)
[6443]141{
[7350]142  if(this->weaponMan.addWeapon(weapon, configID, slotID))
143  {
144    this->weaponConfigChanged();
145    return true;
146  }
147  else
148  {
149    if (weapon != NULL)
150      PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n",
[7351]151                weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName());
[7350]152    else
153      PRINTF(2)("No weapon defined\n");
154    return false;
[6443]155
[7350]156  }
[6443]157}
158
[7346]159/**
160 * @brief removes a Weapon.
161 * @param weapon the Weapon to remove.
162 */
[6443]163void Playable::removeWeapon(Weapon* weapon)
164{
[7337]165  this->weaponMan.removeWeapon(weapon);
[6443]166
[7338]167  this->weaponConfigChanged();
[6443]168}
169
[7346]170/**
171 * @brief jumps to the next WeaponConfiguration
172 */
[6444]173void Playable::nextWeaponConfig()
174{
[7337]175  this->weaponMan.nextWeaponConfig();
[7338]176  this->weaponConfigChanged();
[6444]177}
[6443]178
[7346]179/**
180 * @brief moves to the last WeaponConfiguration
181 */
[6444]182void Playable::previousWeaponConfig()
183{
[7337]184  this->weaponMan.previousWeaponConfig();
[7338]185  this->weaponConfigChanged();
[6444]186}
187
[7346]188/**
189 * @brief tells the Player, that the Weapon-Configuration has changed.
190 *
191 * TODO remove this
192 * This function is needed, so that the WeponManager of this Playable can easily update the HUD
193 */
[6568]194void Playable::weaponConfigChanged()
195{
[6578]196  if (this->currentPlayer != NULL)
197    this->currentPlayer->weaponConfigChanged();
[6568]198}
[6444]199
[7350]200/**
201 * @brief a Cheat that gives us some Weapons
202 */
203void Playable::addSomeWeapons_CHEAT()
204{
[7351]205  if (State::getPlayer() != NULL)
206  {
207    Playable* playable = State::getPlayer()->getPlayable();
208    if (playable != NULL)
209    {
210      PRINTF(2)("ADDING WEAPONS - you cheater\n");
211      playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER));
212      playable->addWeapon(Weapon::createWeapon(CL_TURRET));
213      playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET));
214      playable->addWeapon(Weapon::createWeapon(CL_CANNON));
215      playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET));
216      PRINTF(2)("ADDING WEAPONS FINISHED\n");
217    }
218  }
[7350]219}
[7346]220
[7173]221/**
[7346]222 * @brief subscribe to all events the controllable needs
223 * @param player the player that shall controll this Playable
224 * @returns false on error true otherwise.
225 */
226bool Playable::setPlayer(Player* player)
227{
228  // if we already have a Player inside do nothing
229  if (this->currentPlayer != NULL && player != NULL)
230  {
231    return false;
232  }
233
234  // eject the Player if player == NULL
235  if (this->currentPlayer != NULL && player == NULL)
236  {
237    PRINTF(4)("Player gets ejected\n");
238
239    // unsubscibe all events.
240    std::vector<int>::iterator ev;
241    for (ev = this->events.begin(); ev != events.end(); ev++)
[7868]242      player->unsubscribeEvent(ES_GAME, (*ev));
[7346]243
244    // leave the entity
245    this->leave();
246
247    // eject the current Player.
248    Player* ejectPlayer = this->currentPlayer;
249    this->currentPlayer = NULL;
250    // eject the Player.
251    ejectPlayer->setPlayable(NULL);
252
253    return true;
254  }
255
256  // get the new Player inside
257  if (this->currentPlayer == NULL && player != NULL)
258  {
259    PRINTF(4)("New Player gets inside\n");
260    this->currentPlayer = player;
261    if (this->currentPlayer->getPlayable() != this)
262      this->currentPlayer->setPlayable(this);
263
264    /*EventHandler*/
265    std::vector<int>::iterator ev;
266    for (ev = this->events.begin(); ev != events.end(); ev++)
[7868]267      player->subscribeEvent(ES_GAME, (*ev));
[7346]268
269    this->enter();
270    return true;
271  }
272
273  return false;
274}
275
276/**
277 * @brief attaches the current Camera to this Playable
278 *
279 * this function can be derived, so that any Playable can make the attachment differently.
280 */
281void Playable::attachCamera()
282{
283  State::getCameraNode()->setParentSoft(this);
284  State::getCameraTargetNode()->setParentSoft(this);
285
286}
287
288/**
289 * @brief detaches the Camera
290 * @see void Playable::attachCamera()
291 */
292void  Playable::detachCamera()
[8147]293{
294}
[7346]295
296
297/**
[7173]298 * @brief sets the CameraMode.
299 * @param cameraMode: the Mode to switch to.
300 */
301void Playable::setCameraMode(unsigned int cameraMode)
[7347]302{
303  State::getCamera()->setViewMode((Camera::ViewMode)cameraMode);
304}
[7338]305
[7346]306
[7338]307/**
308 * @brief sets the Playmode
309 * @param playmode the Playmode
310 * @returns true on success, false otherwise
311 */
[7339]312bool Playable::setPlaymode(Playable::Playmode playmode)
[7173]313{
[7338]314  if (!this->playmodeSupported(playmode))
315    return false;
316  else
[7345]317  {
[7347]318    this->enterPlaymode(playmode);
[7338]319    this->playmode = playmode;
[7345]320    return true;
321  }
[7173]322}
323
[7346]324/**
325 * @brief This function look, that the Playable rotates to the given rotation.
326 * @param angle the Angle around
327 * @param dirX directionX
328 * @param dirY directionY
329 * @param dirZ directionZ
330 * @param speed how fast to turn there.
331 */
332void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed)
333{
334  this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed);
335}
[7173]336
[5872]337/**
[7346]338 * @brief all Playable will enter the Playmode Differently, say here how to do it.
339 * @param playmode the Playmode to enter.
340 *
341 * In this function all the actions that are required to enter the Playmode are described.
342 * e.g: camera, rotation, wait cycle and so on...
[7347]343 *
344 * on enter of this function the playmode is still the old playmode.
[7346]345 */
346void Playable::enterPlaymode(Playable::Playmode playmode)
347{
[7347]348  switch(playmode)
349  {
350    default:
351      this->attachCamera();
352      break;
353    case Playable::Horizontal:
354      this->setCameraMode(Camera::ViewTop);
355      break;
356    case Playable::Vertical:
357      this->setCameraMode(Camera::ViewLeft);
358      break;
359    case Playable::FromBehind:
360      this->setCameraMode(Camera::ViewBehind);
361      break;
362  }
[7346]363}
364/**
[6436]365 * @brief helps us colliding Playables
[7346]366 * @param entity the Entity to collide
367 * @param location where the collision occured.
[6436]368 */
369void Playable::collidesWith(WorldEntity* entity, const Vector& location)
370{
[7072]371  if (entity == collider)
372    return;
373  collider = entity;
374
[7121]375  if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) )
[6966]376  {
[7072]377    this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX);
[6966]378    // EXTREME HACK
[7072]379    if (this->getHealth() <= 0.0f)
[6966]380    {
[8724]381//       this->destory();
[7482]382
383      if( State::getGameRules() != NULL)
384        State::getGameRules()->registerKill(Kill(entity, this));
[6966]385    }
386  }
387}
[6436]388
[6966]389
[7044]390void Playable::respawn()
[6966]391{
[7044]392  PRINTF(0)("Playable respawn\n");
393  // only if this is the spaceship of the player
394  if( this == State::getPlayer()->getPlayable())
395    State::getGameRules()->onPlayerSpawn();
[6966]396
[7118]397  this->reset();
398  this->bDead = false;
[6436]399}
400
[6966]401
[7088]402
[8724]403
404void Playable::destroy()
[7044]405{
[7119]406  Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f));
407
408
[7118]409  if( !this->bDead)
410  {
411    PRINTF(0)("Playable dies\n");
[7338]412    // only if this is the spaceship of the player
[7118]413    if (State::isOnline())
414    {
415      if( this == State::getPlayer()->getPlayable())
416        State::getGameRules()->onPlayerDeath();
[7044]417
[7338]418      //     this->toList(OM_GROUP_05);
419      //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
[7118]420      this->setAbsCoor(-2000.0, -2000.0, -2000.0);
[7078]421
[7338]422      //explosion hack
[7118]423
424    }
425    this->bDead = true;
[7072]426  }
[7044]427}
428
429
[6986]430
431
432
[5896]433/**
[7346]434 * @brief add an event to the event list of events this Playable can capture
[5898]435 * @param eventType the Type of event to add
[5889]436 */
[5896]437void Playable::registerEvent(int eventType)
[5889]438{
439  this->events.push_back(eventType);
440
[5896]441  if (this->currentPlayer != NULL)
[7868]442    this->currentPlayer->subscribeEvent(ES_GAME, eventType);
[5889]443}
444
[5896]445/**
[7339]446 * @brief remove an event to the event list this Playable can capture.
[5898]447 * @param event the event to unregister.
[5896]448 */
449void Playable::unregisterEvent(int eventType)
450{
[7338]451  std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType);
452  this->events.erase(rmEvent);
[5889]453
[5896]454  if (this->currentPlayer != NULL)
[7868]455    this->currentPlayer->unsubscribeEvent(ES_GAME, eventType);
[5896]456}
[5889]457
[6804]458/**
459 * @brief ticks a Playable
460 * @param dt: the passed time since the last Tick
461 */
462void Playable::tick(float dt)
463{
[7337]464  this->weaponMan.tick(dt);
[6804]465  if (this->bFire)
[7337]466    weaponMan.fire();
[6804]467}
[5896]468
[6804]469
470/**
471 * @brief processes Playable events.
472 * @param event the Captured Event.
473 */
474void Playable::process(const Event &event)
475{
476  if( event.type == KeyMapper::PEV_FIRE1)
477    this->bFire = event.bPressed;
478  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
479  {
480    this->nextWeaponConfig();
481  }
482  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
483    this->previousWeaponConfig();
484}
485
486
[6959]487
[7346]488/**
489 * @brief converts a string into a Playable::Playmode.
490 * @param playmode the string naming the Playable::Playmode to convert.
491 * @returns the Playable::Playmode converted from playmode.
492 */
[7339]493Playable::Playmode Playable::stringToPlaymode(const std::string& playmode)
494{
[7412]495  if (playmode == Playable::playmodeNames[0])
[7339]496    return Playable::Vertical;
[7412]497  if (playmode == Playable::playmodeNames[1])
[7339]498    return Playable::Horizontal;
[7412]499  if (playmode == Playable::playmodeNames[2])
[7339]500    return Playable::FromBehind;
[7412]501  if (playmode == Playable::playmodeNames[3])
[7339]502    return Playable::Full3D;
[8055]503  if (playmode == Playable::playmodeNames[4])
504    return Playable::FirstPerson;
[7339]505
506  return Playable::Full3D;
507}
508
[7346]509
510/**
511 * @brief converts a playmode into a string.
512 * @param playmode the Playable::Playmode to convert.
513 * @returns the String.
514 */
[7412]515const std::string& Playable::playmodeToString(Playable::Playmode playmode)
[7339]516{
517  switch(playmode)
518  {
519    case Playable::Vertical:
[7412]520      return Playable::playmodeNames[0];
[7339]521    case Playable::Horizontal:
[7412]522      return Playable::playmodeNames[1];
[7339]523    case Playable::FromBehind:
[7412]524      return Playable::playmodeNames[2];
[7339]525    case Playable::Full3D:
[7412]526      return Playable::playmodeNames[3];
[8055]527    case Playable::FirstPerson:
528      return Playable::playmodeNames[4];
[7339]529
530    default:
[7412]531      return Playable::playmodeNames[3];
[7339]532  }
[7412]533}
[7339]534
[7412]535/**
536 * @brief PlaymodeNames
537 */
538const std::string Playable::playmodeNames[] =
539{
540  "Vertical",
541  "Horizontal",
542  "FromBehind",
[8055]543  "Full3D",
544  "FirstPerson"
[7412]545};
Note: See TracBrowser for help on using the repository browser.