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source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 7086

Last change on this file since 7086 was 7085, checked in by patrick, 19 years ago

trunk: entity is reset now after death

File size: 8.6 KB
Line 
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:
12   main-programmer: Silvan Nellen
13   co-programmer: Benjamin Knecht
14*/
15
16
17#include "playable.h"
18
19#include "weapons/weapon_manager.h"
20#include "event_handler.h"
21#include "player.h"
22#include "state.h"
23
24#include "world_entities/projectiles/projectile.h"
25
26#include "power_ups/weapon_power_up.h"
27#include "power_ups/param_power_up.h"
28
29#include "game_rules.h"
30
31#include "dot_emitter.h"
32#include "sprite_particles.h"
33
34
35Playable::Playable()
36{
37  this->setClassID(CL_PLAYABLE, "Playable");
38  PRINTF(4)("PLAYABLE INIT\n");
39
40  this->toList(OM_GROUP_01);
41  this->weaponMan = new WeaponManager(this);
42
43  // the reference to the Current Player is NULL, because we dont have one at the beginning.
44  this->currentPlayer = NULL;
45
46  this->bFire = false;
47  this->oldFlags = 0;
48
49  this->setSynchronized(true);
50
51  this->score = 0;
52  this->oldScore = 0;
53
54
55  this->emitter = new DotEmitter(100, 5, M_2_PI);
56  this->emitter->setParent(this);
57  this->emitter->setSpread(M_PI, M_PI);
58  this->emitter->setEmissionRate(300.0);
59  this->emitter->setEmissionVelocity(50.0);
60
61  this->explosionParticles = new SpriteParticles(1000);
62  this->explosionParticles->setName("LaserExplosionParticles");
63  this->explosionParticles->setLifeSpan(.5, .3);
64  this->explosionParticles->setRadius(0.0, 10.0);
65  this->explosionParticles->setRadius(.5, 6.0);
66  this->explosionParticles->setRadius(1.0, 3.0);
67  this->explosionParticles->setColor(0.0, 1,1,0,.9);
68  this->explosionParticles->setColor(0.5, .8,.8,0,.5);
69  this->explosionParticles->setColor(1.0, .8,.8,.7,.0);
70}
71
72
73
74Playable::~Playable()
75{
76  delete this->weaponMan;
77
78  // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH
79  // this->setPlayer(NULL);
80  // IN ITS DESTRUCTOR.
81  assert(this->currentPlayer == NULL);
82}
83
84
85void Playable::addWeapon(Weapon* weapon, int configID, int slotID)
86{
87  this->weaponMan->addWeapon(weapon, configID, slotID);
88
89  this->weaponConfigChanged();
90}
91
92
93void Playable::removeWeapon(Weapon* weapon)
94{
95  this->weaponMan->removeWeapon(weapon);
96
97    this->weaponConfigChanged();
98}
99
100
101void Playable::nextWeaponConfig()
102{
103  this->weaponMan->nextWeaponConfig();
104    this->weaponConfigChanged();
105}
106
107
108void Playable::previousWeaponConfig()
109{
110  this->weaponMan->previousWeaponConfig();
111    this->weaponConfigChanged();
112}
113
114
115void Playable::weaponConfigChanged()
116{
117  if (this->currentPlayer != NULL)
118    this->currentPlayer->weaponConfigChanged();
119}
120
121
122/**
123 * @brief helps us colliding Playables
124 */
125void Playable::collidesWith(WorldEntity* entity, const Vector& location)
126{
127  if (entity == collider)
128    return;
129  collider = entity;
130
131  if (entity->isA(CL_PROJECTILE))
132  {
133    this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX);
134    // EXTREME HACK
135    if (this->getHealth() <= 0.0f)
136    {
137      this->die();
138    }
139  }
140}
141
142
143void Playable::respawn()
144{
145  PRINTF(0)("Playable respawn\n");
146  // only if this is the spaceship of the player
147  if( this == State::getPlayer()->getPlayable())
148    State::getGameRules()->onPlayerSpawn();
149
150  this->reset();
151
152  if( this->getOwner() % 2 == 0)
153  {
154    this->toList(OM_GROUP_00);
155    this->setAbsCoor(213.37, 57.71, -47.98);
156    this->setAbsDir(Quaternion(0.16, 0.98, -0.10));
157  }
158  else
159  {
160    this->toList(OM_GROUP_01);
161    this->setAbsCoor(-314.450, 40.701, 83.554);
162    this->setAbsDir(Quaternion(0.0, 0.0, 0.0));
163  }
164}
165
166
167void Playable::die()
168{
169  PRINTF(0)("Playable dies\n");
170  // only if this is the spaceship of the player
171  if (State::isOnline())
172  {
173    if( this == State::getPlayer()->getPlayable())
174      State::getGameRules()->onPlayerDeath();
175
176
177    this->toList(OM_DEAD_TICK);
178  //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
179    this->setAbsCoor(-2000.0, -2000.0, -2000.0);
180
181  //explosion hack
182    this->emitter->setSystem(explosionParticles);
183    this->emitter->setSystem(NULL);
184  }
185}
186
187
188/**
189 * subscribe to all events the controllable needs
190 * @param player the player that shall controll this Playable
191 */
192bool Playable::setPlayer(Player* player)
193{
194  // if we already have a Player inside do nothing
195  if (this->currentPlayer != NULL && player != NULL)
196  {
197    return false;
198  }
199
200  // eject the Player if player == NULL
201  if (this->currentPlayer != NULL && player == NULL)
202  {
203    PRINTF(4)("Player gets ejected\n");
204
205    // unsubscibe all events.
206    EventHandler* evh = EventHandler::getInstance();
207    std::list<int>::iterator ev;
208    for (ev = this->events.begin(); ev != events.end(); ev++)
209      evh->unsubscribe( ES_GAME, (*ev));
210
211    // leave the entity
212    this->leave();
213
214    // eject the current Player.
215    Player* ejectPlayer = this->currentPlayer;
216    this->currentPlayer = NULL;
217    // eject the Player.
218    ejectPlayer->setPlayable(NULL);
219
220    return true;
221  }
222
223  // get the new Player inside
224  if (this->currentPlayer == NULL && player != NULL)
225  {
226    PRINTF(4)("New Player gets inside\n");
227    this->currentPlayer = player;
228    if (this->currentPlayer->getPlayable() != this)
229      this->currentPlayer->setPlayable(this);
230
231    /*EventHandler*/
232    EventHandler* evh = EventHandler::getInstance();
233    std::list<int>::iterator ev;
234    for (ev = this->events.begin(); ev != events.end(); ev++)
235      evh->subscribe(player, ES_GAME, (*ev));
236
237    this->enter();
238    return true;
239  }
240
241  return false;
242}
243
244
245bool Playable::pickup(PowerUp* powerUp)
246{
247  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
248    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager());
249  }
250  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
251    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
252    switch(ppu->getType()) {
253      case POWERUP_PARAM_HEALTH:
254        this->increaseHealth(ppu->getValue());
255        return true;
256      case POWERUP_PARAM_MAX_HEALTH:
257        this->increaseHealthMax(ppu->getValue());
258        return true;
259    }
260  }
261  return false;
262}
263
264/**
265 * add an event to the event list of events this Playable can capture
266 * @param eventType the Type of event to add
267 */
268void Playable::registerEvent(int eventType)
269{
270  this->events.push_back(eventType);
271
272  if (this->currentPlayer != NULL)
273    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
274}
275
276/**
277 * remove an event to the event list this Playable can capture.
278 * @param event the event to unregister.
279 */
280void Playable::unregisterEvent(int eventType)
281{
282  this->events.remove(eventType);
283
284  if (this->currentPlayer != NULL)
285    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
286}
287
288/**
289 * @brief ticks a Playable
290 * @param dt: the passed time since the last Tick
291 */
292void Playable::tick(float dt)
293{
294  this->weaponMan->tick(dt);
295  if (this->bFire)
296    weaponMan->fire();
297}
298
299
300/**
301 * @brief processes Playable events.
302 * @param event the Captured Event.
303 */
304void Playable::process(const Event &event)
305{
306  if( event.type == KeyMapper::PEV_FIRE1)
307    this->bFire = event.bPressed;
308  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
309  {
310    this->nextWeaponConfig();
311  }
312  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
313    this->previousWeaponConfig();
314}
315
316
317
318void  Playable::attachCamera()
319{
320  State::getCameraNode()->setParentSoft(this);
321  State::getCameraTargetNode()->setParentSoft(this);
322
323}
324
325
326
327
328void  Playable::detachCamera()
329{
330}
331
332#define DATA_FLAGS    1
333#define DATA_SCORE    2
334
335#define FLAGS_bFire   1
336
337int Playable::writeSync( const byte * data, int length, int sender )
338{
339  SYNCHELP_READ_BEGIN();
340
341  byte b;
342  SYNCHELP_READ_BYTE( b, NWT_PL_B );
343
344  byte flags;
345
346  if ( b == DATA_FLAGS )
347  {
348    SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS );
349
350    bFire = (flags & FLAGS_bFire) != 0;
351
352    return SYNCHELP_READ_N;
353  }
354
355  if ( b == DATA_SCORE )
356  {
357    int newScore;
358    SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE );
359    setScore( newScore );
360
361    return SYNCHELP_READ_N;
362  }
363
364  return SYNCHELP_READ_N;
365}
366
367int Playable::readSync( byte * data, int maxLength )
368{
369  SYNCHELP_WRITE_BEGIN();
370
371  if ( score != oldScore && isServer() )
372  {
373    SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B);
374    SYNCHELP_WRITE_INT( score, NWT_PL_SCORE );
375    oldScore = score;
376
377    return SYNCHELP_WRITE_N;
378  }
379
380  byte flags = 0;
381
382  if ( bFire )
383    flags |= FLAGS_bFire;
384
385
386  SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B);
387  SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS );
388  oldFlags = flags;
389
390
391  return SYNCHELP_WRITE_N;
392}
393
394bool Playable::needsReadSync( )
395{
396  if ( score != oldScore && isServer() )
397    return true;
398
399  byte flags = 0;
400
401  if ( bFire )
402    flags |= FLAGS_bFire;
403
404  return flags!=oldFlags;
405}
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