1 | |
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2 | /*! |
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3 | * @file playable.h |
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4 | * Interface for a basic controllable WorldEntity |
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5 | */ |
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6 | #ifndef _PLAYABLE_H |
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7 | #define _PLAYABLE_H |
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8 | |
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9 | #include "world_entity.h" |
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10 | #include "extendable.h" |
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11 | #include "event.h" |
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12 | #include <vector> |
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13 | |
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14 | #include "world_entities/weapons/weapon_manager.h" |
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15 | |
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16 | class Weapon; |
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17 | class DotEmitter; |
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18 | class Player; |
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19 | class SpriteParticles; |
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20 | class Explosion; |
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21 | |
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22 | //! Basic controllable WorldEntity |
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23 | /** |
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24 | * |
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25 | */ |
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26 | class Playable : public WorldEntity, public Extendable |
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27 | { |
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28 | public: |
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29 | typedef enum { |
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30 | Vertical = 1, |
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31 | Horizontal = 2, |
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32 | FromBehind = 4, |
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33 | Full3D = 8, |
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34 | } Playmode; |
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35 | |
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36 | |
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37 | public: |
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38 | virtual ~Playable(); |
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39 | |
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40 | virtual void loadParams(const TiXmlElement* root); |
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41 | |
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42 | virtual void die(); |
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43 | virtual void respawn(); |
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44 | |
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45 | virtual bool pickup(PowerUp* powerUp); |
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46 | |
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47 | void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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48 | void removeWeapon(Weapon* weapon); |
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49 | void nextWeaponConfig(); |
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50 | void previousWeaponConfig(); |
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51 | |
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52 | inline WeaponManager& getWeaponManager() { return this->weaponMan; }; |
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53 | void weaponConfigChanged(); |
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54 | |
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55 | |
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56 | bool setPlayer(Player* player); |
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57 | Player* getCurrentPlayer() const { return this->currentPlayer; }; |
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58 | |
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59 | void attachCamera(); |
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60 | void detachCamera(); |
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61 | virtual void setCameraMode(unsigned int cameraMode = 0); |
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62 | bool playmodeSupported(Playable::Playmode playmode) const { return this->supportedPlaymodes & playmode; }; |
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63 | bool setPlaymode(Playable::Playmode playmode); |
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64 | Playable::Playmode getPlaymode() const { return this->playmode; }; |
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65 | |
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66 | virtual void collidesWith(WorldEntity* entity, const Vector& location); |
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67 | virtual void process(const Event &event); |
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68 | |
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69 | virtual void tick(float dt); |
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70 | |
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71 | /** @return a List of Events in PEV_* sytle */ |
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72 | inline const std::vector<int>& getEventList() { return this->events; }; |
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73 | |
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74 | int writeSync(const byte* data, int length, int sender); |
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75 | int readSync(byte* data, int maxLength ); |
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76 | bool needsReadSync(); |
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77 | |
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78 | |
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79 | // |
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80 | virtual void setStartDirection(const Quaternion& rot) = 0; |
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81 | void setStartDirection(float angle, float dirX, float dirY, float dirZ) { this->setStartDirection(Quaternion(angle, Vector(dirX, dirY, dirZ))); } |
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82 | |
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83 | inline void setScore( int score ) { this->score = score; } |
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84 | inline int getScore() { return this->score; } |
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85 | |
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86 | |
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87 | // Transformations: |
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88 | static Playable::Playmode stringToPlaymode(const std::string& playmode); |
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89 | static const char* playmodeToString(Playable::Playmode playmode); |
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90 | protected: |
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91 | Playable(); |
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92 | |
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93 | virtual void enter() = 0; |
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94 | virtual void leave() = 0; |
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95 | |
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96 | void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; }; |
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97 | |
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98 | void registerEvent(int eventType); |
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99 | void unregisterEvent(int eventType); |
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100 | |
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101 | private: |
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102 | WeaponManager weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping |
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103 | std::vector<int> events; //!< A list of Events, that are captured for this playable |
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104 | |
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105 | Player* currentPlayer; //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL |
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106 | |
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107 | bool bFire; //!< If the Ship is firing. |
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108 | int oldFlags; //!< Used for synchronisation |
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109 | |
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110 | int score; |
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111 | int oldScore; |
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112 | |
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113 | bool bDead; |
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114 | short supportedPlaymodes; //!< What Playmodes are Supported in this Playable. |
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115 | Playable::Playmode playmode; //!< The current playmode. |
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116 | |
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117 | WorldEntity* collider; |
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118 | }; |
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119 | |
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120 | #endif /* _PLAYABLE_H */ |
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