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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12 | main-programmer: Silvan Nellen |
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13 | co-programmer: Benjamin Knecht |
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14 | */ |
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15 | |
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16 | |
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17 | #include "playable.h" |
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18 | |
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19 | #include "weapons/weapon_manager.h" |
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20 | #include "event_handler.h" |
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21 | #include "player.h" |
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22 | #include "state.h" |
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23 | |
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24 | #include "world_entities/projectiles/projectile.h" |
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25 | |
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26 | #include "power_ups/weapon_power_up.h" |
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27 | #include "power_ups/param_power_up.h" |
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28 | |
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29 | |
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30 | #include "dot_emitter.h" |
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31 | #include "sprite_particles.h" |
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32 | |
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33 | |
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34 | Playable::Playable() |
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35 | { |
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36 | this->setClassID(CL_PLAYABLE, "Playable"); |
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37 | PRINTF(4)("PLAYABLE INIT\n"); |
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38 | |
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39 | this->toList(OM_GROUP_01); |
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40 | this->weaponMan = new WeaponManager(this); |
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41 | |
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42 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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43 | this->currentPlayer = NULL; |
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44 | |
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45 | this->bFire = false; |
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46 | this->oldFlags = 0; |
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47 | |
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48 | this->setSynchronized(true); |
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49 | |
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50 | this->score = 0; |
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51 | this->oldScore = 0; |
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52 | |
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53 | |
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54 | this->emitter = new DotEmitter(100, 5, M_2_PI); |
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55 | this->emitter->setParent(this); |
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56 | this->emitter->setSpread(M_PI, M_PI); |
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57 | this->emitter->setEmissionRate(300.0); |
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58 | this->emitter->setEmissionVelocity(50.0); |
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59 | |
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60 | this->explosionParticles = new SpriteParticles(1000); |
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61 | this->explosionParticles->setName("LaserExplosionParticles"); |
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62 | this->explosionParticles->setLifeSpan(.5, .3); |
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63 | this->explosionParticles->setRadius(0.0, 10.0); |
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64 | this->explosionParticles->setRadius(.5, 6.0); |
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65 | this->explosionParticles->setRadius(1.0, 3.0); |
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66 | this->explosionParticles->setColor(0.0, 1,1,0,.9); |
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67 | this->explosionParticles->setColor(0.5, .8,.8,0,.5); |
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68 | this->explosionParticles->setColor(1.0, .8,.8,.7,.0); |
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69 | } |
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70 | |
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71 | |
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72 | |
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73 | Playable::~Playable() |
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74 | { |
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75 | delete this->weaponMan; |
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76 | |
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77 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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78 | // this->setPlayer(NULL); |
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79 | // IN ITS DESTRUCTOR. |
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80 | assert(this->currentPlayer == NULL); |
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81 | } |
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82 | |
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83 | |
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84 | void Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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85 | { |
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86 | this->weaponMan->addWeapon(weapon, configID, slotID); |
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87 | |
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88 | this->weaponConfigChanged(); |
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89 | } |
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90 | |
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91 | |
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92 | void Playable::removeWeapon(Weapon* weapon) |
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93 | { |
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94 | this->weaponMan->removeWeapon(weapon); |
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95 | |
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96 | this->weaponConfigChanged(); |
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97 | } |
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98 | |
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99 | |
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100 | void Playable::nextWeaponConfig() |
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101 | { |
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102 | this->weaponMan->nextWeaponConfig(); |
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103 | this->weaponConfigChanged(); |
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104 | } |
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105 | |
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106 | |
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107 | void Playable::previousWeaponConfig() |
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108 | { |
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109 | this->weaponMan->previousWeaponConfig(); |
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110 | this->weaponConfigChanged(); |
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111 | } |
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112 | |
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113 | |
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114 | void Playable::weaponConfigChanged() |
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115 | { |
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116 | if (this->currentPlayer != NULL) |
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117 | this->currentPlayer->weaponConfigChanged(); |
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118 | } |
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119 | |
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120 | |
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121 | /** |
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122 | * @brief helps us colliding Playables |
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123 | */ |
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124 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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125 | { |
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126 | if (entity->isA(CL_PROJECTILE) && !State::isOnline() ) |
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127 | { |
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128 | this->decreaseHealth(entity->getHealth()); |
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129 | // EXTREME HACK |
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130 | if (this->getHealth() == 0.0f) |
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131 | { |
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132 | this->die(); |
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133 | } |
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134 | } |
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135 | } |
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136 | |
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137 | |
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138 | void Playable::die() |
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139 | { |
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140 | //this->deactivateNode(); |
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141 | this->toList(OM_DEAD); |
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142 | this->emitter->setSystem(explosionParticles); |
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143 | this->setAbsCoor(0, 0, 0); |
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144 | //this->setAbsDir(Vector(1,0,0), 0); |
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145 | this->emitter->setSystem(NULL); |
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146 | |
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147 | |
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148 | if( this->getOwner()%2 == 0) |
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149 | this->toList(OM_GROUP_00); |
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150 | else |
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151 | this->toList(OM_GROUP_01); |
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152 | } |
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153 | |
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154 | |
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155 | /** |
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156 | * subscribe to all events the controllable needs |
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157 | * @param player the player that shall controll this Playable |
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158 | */ |
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159 | bool Playable::setPlayer(Player* player) |
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160 | { |
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161 | // if we already have a Player inside do nothing |
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162 | if (this->currentPlayer != NULL && player != NULL) |
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163 | { |
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164 | return false; |
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165 | } |
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166 | |
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167 | // eject the Player if player == NULL |
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168 | if (this->currentPlayer != NULL && player == NULL) |
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169 | { |
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170 | PRINTF(4)("Player gets ejected\n"); |
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171 | |
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172 | // unsubscibe all events. |
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173 | EventHandler* evh = EventHandler::getInstance(); |
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174 | std::list<int>::iterator ev; |
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175 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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176 | evh->unsubscribe( ES_GAME, (*ev)); |
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177 | |
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178 | // leave the entity |
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179 | this->leave(); |
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180 | |
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181 | // eject the current Player. |
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182 | Player* ejectPlayer = this->currentPlayer; |
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183 | this->currentPlayer = NULL; |
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184 | // eject the Player. |
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185 | ejectPlayer->setPlayable(NULL); |
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186 | |
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187 | return true; |
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188 | } |
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189 | |
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190 | // get the new Player inside |
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191 | if (this->currentPlayer == NULL && player != NULL) |
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192 | { |
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193 | PRINTF(4)("New Player gets inside\n"); |
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194 | this->currentPlayer = player; |
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195 | if (this->currentPlayer->getPlayable() != this) |
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196 | this->currentPlayer->setPlayable(this); |
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197 | |
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198 | /*EventHandler*/ |
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199 | EventHandler* evh = EventHandler::getInstance(); |
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200 | std::list<int>::iterator ev; |
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201 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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202 | evh->subscribe(player, ES_GAME, (*ev)); |
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203 | |
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204 | this->enter(); |
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205 | return true; |
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206 | } |
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207 | |
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208 | return false; |
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209 | } |
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210 | |
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211 | |
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212 | bool Playable::pickup(PowerUp* powerUp) |
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213 | { |
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214 | if(powerUp->isA(CL_WEAPON_POWER_UP)) { |
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215 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager()); |
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216 | } |
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217 | else if(powerUp->isA(CL_PARAM_POWER_UP)) { |
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218 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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219 | switch(ppu->getType()) { |
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220 | case POWERUP_PARAM_HEALTH: |
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221 | this->increaseHealth(ppu->getValue()); |
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222 | return true; |
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223 | case POWERUP_PARAM_MAX_HEALTH: |
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224 | this->increaseHealthMax(ppu->getValue()); |
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225 | return true; |
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226 | } |
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227 | } |
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228 | return false; |
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229 | } |
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230 | |
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231 | /** |
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232 | * add an event to the event list of events this Playable can capture |
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233 | * @param eventType the Type of event to add |
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234 | */ |
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235 | void Playable::registerEvent(int eventType) |
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236 | { |
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237 | this->events.push_back(eventType); |
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238 | |
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239 | if (this->currentPlayer != NULL) |
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240 | EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); |
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241 | } |
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242 | |
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243 | /** |
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244 | * remove an event to the event list this Playable can capture. |
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245 | * @param event the event to unregister. |
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246 | */ |
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247 | void Playable::unregisterEvent(int eventType) |
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248 | { |
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249 | this->events.remove(eventType); |
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250 | |
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251 | if (this->currentPlayer != NULL) |
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252 | EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); |
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253 | } |
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254 | |
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255 | /** |
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256 | * @brief ticks a Playable |
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257 | * @param dt: the passed time since the last Tick |
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258 | */ |
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259 | void Playable::tick(float dt) |
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260 | { |
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261 | this->weaponMan->tick(dt); |
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262 | if (this->bFire) |
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263 | weaponMan->fire(); |
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264 | } |
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265 | |
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266 | |
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267 | /** |
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268 | * @brief processes Playable events. |
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269 | * @param event the Captured Event. |
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270 | */ |
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271 | void Playable::process(const Event &event) |
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272 | { |
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273 | if( event.type == KeyMapper::PEV_FIRE1) |
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274 | this->bFire = event.bPressed; |
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275 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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276 | { |
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277 | this->nextWeaponConfig(); |
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278 | } |
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279 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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280 | this->previousWeaponConfig(); |
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281 | } |
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282 | |
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283 | |
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284 | |
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285 | void Playable::attachCamera() |
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286 | { |
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287 | State::getCameraNode()->setParentSoft(this); |
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288 | State::getCameraTargetNode()->setParentSoft(this); |
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289 | |
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290 | } |
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291 | |
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292 | |
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293 | |
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294 | |
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295 | void Playable::detachCamera() |
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296 | { |
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297 | } |
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298 | |
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299 | #define DATA_FLAGS 1 |
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300 | #define DATA_SCORE 2 |
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301 | |
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302 | #define FLAGS_bFire 1 |
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303 | |
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304 | int Playable::writeSync( const byte * data, int length, int sender ) |
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305 | { |
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306 | SYNCHELP_READ_BEGIN(); |
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307 | |
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308 | byte b; |
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309 | SYNCHELP_READ_BYTE( b, NWT_PL_B ); |
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310 | |
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311 | byte flags; |
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312 | |
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313 | if ( b == DATA_FLAGS ) |
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314 | { |
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315 | SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); |
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316 | |
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317 | bFire = (flags & FLAGS_bFire) != 0; |
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318 | |
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319 | return SYNCHELP_READ_N; |
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320 | } |
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321 | |
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322 | if ( b == DATA_SCORE ) |
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323 | { |
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324 | int newScore; |
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325 | SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE ); |
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326 | setScore( newScore ); |
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327 | |
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328 | return SYNCHELP_READ_N; |
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329 | } |
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330 | |
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331 | return SYNCHELP_READ_N; |
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332 | } |
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333 | |
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334 | int Playable::readSync( byte * data, int maxLength ) |
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335 | { |
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336 | SYNCHELP_WRITE_BEGIN(); |
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337 | |
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338 | if ( score != oldScore && isServer() ) |
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339 | { |
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340 | SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B); |
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341 | SYNCHELP_WRITE_INT( score, NWT_PL_SCORE ); |
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342 | oldScore = score; |
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343 | |
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344 | return SYNCHELP_WRITE_N; |
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345 | } |
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346 | |
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347 | byte flags = 0; |
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348 | |
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349 | if ( bFire ) |
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350 | flags |= FLAGS_bFire; |
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351 | |
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352 | |
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353 | SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B); |
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354 | SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); |
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355 | oldFlags = flags; |
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356 | |
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357 | |
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358 | return SYNCHELP_WRITE_N; |
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359 | } |
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360 | |
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361 | bool Playable::needsReadSync( ) |
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362 | { |
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363 | if ( score != oldScore && isServer() ) |
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364 | return true; |
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365 | |
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366 | byte flags = 0; |
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367 | |
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368 | if ( bFire ) |
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369 | flags |= FLAGS_bFire; |
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370 | |
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371 | return flags!=oldFlags; |
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372 | } |
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