Changeset 7346 in orxonox.OLD for trunk/src/world_entities
- Timestamp:
- Apr 19, 2006, 1:17:46 PM (19 years ago)
- Location:
- trunk/src/world_entities
- Files:
-
- 9 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/world_entities/creatures/md2_creature.h
r7337 r7346 24 24 25 25 virtual void loadParams(const TiXmlElement* root); 26 virtual void set StartDirection(const Quaternion& rot) {/* FIXME */};26 virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) {/* FIXME */}; 27 27 28 28 virtual void enter(); -
trunk/src/world_entities/playable.cc
r7345 r7346 63 63 64 64 65 65 /** 66 * @brief destroys the Playable 67 */ 66 68 Playable::~Playable() 67 69 { … … 72 74 } 73 75 74 76 /** 77 * @brief loads Playable parameters onto the Playable 78 * @param root the XML-root to load from 79 */ 75 80 void Playable::loadParams(const TiXmlElement* root) 76 81 { 77 82 WorldEntity::loadParams(root); 78 83 79 LoadParam(root, "abs-dir", this, Playable, setStartDirection); 80 } 81 82 void Playable::addWeapon(Weapon* weapon, int configID, int slotID) 83 { 84 this->weaponMan.addWeapon(weapon, configID, slotID); 85 86 this->weaponConfigChanged(); 87 } 88 89 90 void Playable::removeWeapon(Weapon* weapon) 91 { 92 this->weaponMan.removeWeapon(weapon); 93 94 this->weaponConfigChanged(); 95 } 96 97 98 void Playable::nextWeaponConfig() 99 { 100 this->weaponMan.nextWeaponConfig(); 101 this->weaponConfigChanged(); 102 } 103 104 105 void Playable::previousWeaponConfig() 106 { 107 this->weaponMan.previousWeaponConfig(); 108 this->weaponConfigChanged(); 109 } 110 111 112 void Playable::weaponConfigChanged() 113 { 114 if (this->currentPlayer != NULL) 115 this->currentPlayer->weaponConfigChanged(); 116 } 117 118 /** 119 * @brief sets the CameraMode. 120 * @param cameraMode: the Mode to switch to. 121 */ 122 void Playable::setCameraMode(unsigned int cameraMode) 123 {} 124 125 /** 126 * @brief sets the Playmode 127 * @param playmode the Playmode 128 * @returns true on success, false otherwise 129 */ 130 bool Playable::setPlaymode(Playable::Playmode playmode) 131 { 132 if (!this->playmodeSupported(playmode)) 133 return false; 134 else 135 { 136 this->playmode = playmode; 137 return true; 138 } 139 } 140 141 142 /** 143 * @brief helps us colliding Playables 144 */ 145 void Playable::collidesWith(WorldEntity* entity, const Vector& location) 146 { 147 if (entity == collider) 148 return; 149 collider = entity; 150 151 if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) 152 { 153 this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); 154 // EXTREME HACK 155 if (this->getHealth() <= 0.0f) 156 { 157 this->die(); 158 } 159 } 160 } 161 162 163 void Playable::respawn() 164 { 165 PRINTF(0)("Playable respawn\n"); 166 // only if this is the spaceship of the player 167 if( this == State::getPlayer()->getPlayable()) 168 State::getGameRules()->onPlayerSpawn(); 169 170 171 if( this->getOwner() % 2 == 0) 172 { 173 // this->toList(OM_GROUP_00); 174 this->setAbsCoor(213.37, 57.71, -47.98); 175 this->setAbsDir(0, 0, 1, 0); 176 } 177 else 178 { // red team 179 // this->toList(OM_GROUP_01); 180 this->setAbsCoor(-314.450, 40.701, 83.554); 181 this->setAbsDir(1.0, -0.015, -0.012, 0.011); 182 } 183 this->reset(); 184 this->bDead = false; 185 } 186 187 188 189 void Playable::die() 190 { 191 Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); 192 193 194 if( !this->bDead) 195 { 196 PRINTF(0)("Playable dies\n"); 197 // only if this is the spaceship of the player 198 if (State::isOnline()) 199 { 200 if( this == State::getPlayer()->getPlayable()) 201 State::getGameRules()->onPlayerDeath(); 202 203 // this->toList(OM_GROUP_05); 204 //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that 205 this->setAbsCoor(-2000.0, -2000.0, -2000.0); 206 207 //explosion hack 208 209 } 210 this->bDead = true; 211 } 212 } 213 214 215 /** 216 * subscribe to all events the controllable needs 217 * @param player the player that shall controll this Playable 218 */ 219 bool Playable::setPlayer(Player* player) 220 { 221 // if we already have a Player inside do nothing 222 if (this->currentPlayer != NULL && player != NULL) 223 { 224 return false; 225 } 226 227 // eject the Player if player == NULL 228 if (this->currentPlayer != NULL && player == NULL) 229 { 230 PRINTF(4)("Player gets ejected\n"); 231 232 // unsubscibe all events. 233 EventHandler* evh = EventHandler::getInstance(); 234 std::vector<int>::iterator ev; 235 for (ev = this->events.begin(); ev != events.end(); ev++) 236 evh->unsubscribe( ES_GAME, (*ev)); 237 238 // leave the entity 239 this->leave(); 240 241 // eject the current Player. 242 Player* ejectPlayer = this->currentPlayer; 243 this->currentPlayer = NULL; 244 // eject the Player. 245 ejectPlayer->setPlayable(NULL); 246 247 return true; 248 } 249 250 // get the new Player inside 251 if (this->currentPlayer == NULL && player != NULL) 252 { 253 PRINTF(4)("New Player gets inside\n"); 254 this->currentPlayer = player; 255 if (this->currentPlayer->getPlayable() != this) 256 this->currentPlayer->setPlayable(this); 257 258 /*EventHandler*/ 259 EventHandler* evh = EventHandler::getInstance(); 260 std::vector<int>::iterator ev; 261 for (ev = this->events.begin(); ev != events.end(); ev++) 262 evh->subscribe(player, ES_GAME, (*ev)); 263 264 this->enter(); 265 return true; 266 } 267 268 return false; 269 } 270 271 84 LoadParam(root, "abs-dir", this, Playable, setPlayDirection); 85 } 86 87 /** 88 * @brief picks up a powerup 89 * @param powerUp the PowerUp that should be picked. 90 * @returns true on success (pickup was picked, false otherwise) 91 * 92 * This function also checks if the Pickup can be picked up by this Playable 93 */ 272 94 bool Playable::pickup(PowerUp* powerUp) 273 95 { … … 293 115 294 116 /** 295 * add an event to the event list of events this Playable can capture 117 * @brief adds a Weapon to the Playable. 118 * @param weapon the Weapon to add. 119 * @param configID the Configuration ID to add this weapon to. 120 * @param slotID the slotID to add the Weapon to. 121 */ 122 void Playable::addWeapon(Weapon* weapon, int configID, int slotID) 123 { 124 this->weaponMan.addWeapon(weapon, configID, slotID); 125 126 this->weaponConfigChanged(); 127 } 128 129 /** 130 * @brief removes a Weapon. 131 * @param weapon the Weapon to remove. 132 */ 133 void Playable::removeWeapon(Weapon* weapon) 134 { 135 this->weaponMan.removeWeapon(weapon); 136 137 this->weaponConfigChanged(); 138 } 139 140 /** 141 * @brief jumps to the next WeaponConfiguration 142 */ 143 void Playable::nextWeaponConfig() 144 { 145 this->weaponMan.nextWeaponConfig(); 146 this->weaponConfigChanged(); 147 } 148 149 /** 150 * @brief moves to the last WeaponConfiguration 151 */ 152 void Playable::previousWeaponConfig() 153 { 154 this->weaponMan.previousWeaponConfig(); 155 this->weaponConfigChanged(); 156 } 157 158 /** 159 * @brief tells the Player, that the Weapon-Configuration has changed. 160 * 161 * TODO remove this 162 * This function is needed, so that the WeponManager of this Playable can easily update the HUD 163 */ 164 void Playable::weaponConfigChanged() 165 { 166 if (this->currentPlayer != NULL) 167 this->currentPlayer->weaponConfigChanged(); 168 } 169 170 171 /** 172 * @brief subscribe to all events the controllable needs 173 * @param player the player that shall controll this Playable 174 * @returns false on error true otherwise. 175 */ 176 bool Playable::setPlayer(Player* player) 177 { 178 // if we already have a Player inside do nothing 179 if (this->currentPlayer != NULL && player != NULL) 180 { 181 return false; 182 } 183 184 // eject the Player if player == NULL 185 if (this->currentPlayer != NULL && player == NULL) 186 { 187 PRINTF(4)("Player gets ejected\n"); 188 189 // unsubscibe all events. 190 EventHandler* evh = EventHandler::getInstance(); 191 std::vector<int>::iterator ev; 192 for (ev = this->events.begin(); ev != events.end(); ev++) 193 evh->unsubscribe( ES_GAME, (*ev)); 194 195 // leave the entity 196 this->leave(); 197 198 // eject the current Player. 199 Player* ejectPlayer = this->currentPlayer; 200 this->currentPlayer = NULL; 201 // eject the Player. 202 ejectPlayer->setPlayable(NULL); 203 204 return true; 205 } 206 207 // get the new Player inside 208 if (this->currentPlayer == NULL && player != NULL) 209 { 210 PRINTF(4)("New Player gets inside\n"); 211 this->currentPlayer = player; 212 if (this->currentPlayer->getPlayable() != this) 213 this->currentPlayer->setPlayable(this); 214 215 /*EventHandler*/ 216 EventHandler* evh = EventHandler::getInstance(); 217 std::vector<int>::iterator ev; 218 for (ev = this->events.begin(); ev != events.end(); ev++) 219 evh->subscribe(player, ES_GAME, (*ev)); 220 221 this->enter(); 222 return true; 223 } 224 225 return false; 226 } 227 228 /** 229 * @brief attaches the current Camera to this Playable 230 * 231 * this function can be derived, so that any Playable can make the attachment differently. 232 */ 233 void Playable::attachCamera() 234 { 235 State::getCameraNode()->setParentSoft(this); 236 State::getCameraTargetNode()->setParentSoft(this); 237 238 } 239 240 /** 241 * @brief detaches the Camera 242 * @see void Playable::attachCamera() 243 */ 244 void Playable::detachCamera() 245 {} 246 247 248 /** 249 * @brief sets the CameraMode. 250 * @param cameraMode: the Mode to switch to. 251 */ 252 void Playable::setCameraMode(unsigned int cameraMode) 253 {} 254 255 256 /** 257 * @brief sets the Playmode 258 * @param playmode the Playmode 259 * @returns true on success, false otherwise 260 */ 261 bool Playable::setPlaymode(Playable::Playmode playmode) 262 { 263 if (!this->playmodeSupported(playmode)) 264 return false; 265 else 266 { 267 this->playmode = playmode; 268 return true; 269 } 270 } 271 272 /** 273 * @brief This function look, that the Playable rotates to the given rotation. 274 * @param angle the Angle around 275 * @param dirX directionX 276 * @param dirY directionY 277 * @param dirZ directionZ 278 * @param speed how fast to turn there. 279 */ 280 void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) 281 { 282 this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); 283 } 284 285 /** 286 * @brief all Playable will enter the Playmode Differently, say here how to do it. 287 * @param playmode the Playmode to enter. 288 * 289 * In this function all the actions that are required to enter the Playmode are described. 290 * e.g: camera, rotation, wait cycle and so on... 291 */ 292 void Playable::enterPlaymode(Playable::Playmode playmode) 293 { 294 295 } 296 297 /** 298 * @brief helps us colliding Playables 299 * @param entity the Entity to collide 300 * @param location where the collision occured. 301 */ 302 void Playable::collidesWith(WorldEntity* entity, const Vector& location) 303 { 304 if (entity == collider) 305 return; 306 collider = entity; 307 308 if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) 309 { 310 this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); 311 // EXTREME HACK 312 if (this->getHealth() <= 0.0f) 313 { 314 this->die(); 315 } 316 } 317 } 318 319 320 void Playable::respawn() 321 { 322 PRINTF(0)("Playable respawn\n"); 323 // only if this is the spaceship of the player 324 if( this == State::getPlayer()->getPlayable()) 325 State::getGameRules()->onPlayerSpawn(); 326 327 328 if( this->getOwner() % 2 == 0) 329 { 330 // this->toList(OM_GROUP_00); 331 this->setAbsCoor(213.37, 57.71, -47.98); 332 this->setAbsDir(0, 0, 1, 0); 333 } 334 else 335 { // red team 336 // this->toList(OM_GROUP_01); 337 this->setAbsCoor(-314.450, 40.701, 83.554); 338 this->setAbsDir(1.0, -0.015, -0.012, 0.011); 339 } 340 this->reset(); 341 this->bDead = false; 342 } 343 344 345 346 void Playable::die() 347 { 348 Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); 349 350 351 if( !this->bDead) 352 { 353 PRINTF(0)("Playable dies\n"); 354 // only if this is the spaceship of the player 355 if (State::isOnline()) 356 { 357 if( this == State::getPlayer()->getPlayable()) 358 State::getGameRules()->onPlayerDeath(); 359 360 // this->toList(OM_GROUP_05); 361 //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that 362 this->setAbsCoor(-2000.0, -2000.0, -2000.0); 363 364 //explosion hack 365 366 } 367 this->bDead = true; 368 } 369 } 370 371 372 373 374 375 /** 376 * @brief add an event to the event list of events this Playable can capture 296 377 * @param eventType the Type of event to add 297 378 */ … … 346 427 347 428 348 349 void Playable::attachCamera()350 {351 State::getCameraNode()->setParentSoft(this);352 State::getCameraTargetNode()->setParentSoft(this);353 354 }355 356 357 358 359 void Playable::detachCamera()360 {}361 362 429 #define DATA_FLAGS 1 363 430 #define DATA_SCORE 2 … … 436 503 437 504 505 /** 506 * @brief converts a string into a Playable::Playmode. 507 * @param playmode the string naming the Playable::Playmode to convert. 508 * @returns the Playable::Playmode converted from playmode. 509 */ 438 510 Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) 439 511 { … … 450 522 } 451 523 524 525 /** 526 * @brief converts a playmode into a string. 527 * @param playmode the Playable::Playmode to convert. 528 * @returns the String. 529 */ 452 530 const char* Playable::playmodeToString(Playable::Playmode playmode) 453 531 { -
trunk/src/world_entities/playable.h
r7339 r7346 27 27 { 28 28 public: 29 //! Defines the Playmode of an Entity. 29 30 typedef enum { 30 Vertical = 1, 31 Horizontal = 2, 32 FromBehind = 4, 33 Full3D = 8, 31 Vertical = 1, //!< Vertical (seen from left or right/move in x-z) 32 Horizontal = 2, //!< Horizontal (seet from the top/move in x-y) 33 FromBehind = 4, //!< Seen from behind (move in z-y) 34 Full3D = 8, //!< Full featured 3D-mode. (move in all directions x-y-z) 34 35 } Playmode; 35 36 … … 40 41 virtual void loadParams(const TiXmlElement* root); 41 42 42 virtual void die(); 43 virtual void respawn(); 44 43 // Weapon and Pickups 45 44 virtual bool pickup(PowerUp* powerUp); 46 47 45 void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); 48 46 void removeWeapon(Weapon* weapon); 49 47 void nextWeaponConfig(); 50 48 void previousWeaponConfig(); 51 52 49 inline WeaponManager& getWeaponManager() { return this->weaponMan; }; 53 50 void weaponConfigChanged(); 54 51 55 52 53 // Player Settup 56 54 bool setPlayer(Player* player); 57 55 Player* getCurrentPlayer() const { return this->currentPlayer; }; 56 /** @return a List of Events in PEV_* sytle */ 57 inline const std::vector<int>& getEventList() { return this->events; }; 58 58 59 // Camera and Playmode 59 60 void attachCamera(); 60 61 void detachCamera(); … … 63 64 bool setPlaymode(Playable::Playmode playmode); 64 65 Playable::Playmode getPlaymode() const { return this->playmode; }; 66 virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) = 0; 67 void setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed = 0.0f); 65 68 69 inline void setScore( int score ) { this->score = score; } 70 inline int getScore() { return this->score; } 71 72 73 // WorldEntity Extensions 74 virtual void die(); 75 virtual void respawn(); 66 76 virtual void collidesWith(WorldEntity* entity, const Vector& location); 67 77 virtual void process(const Event &event); 68 69 78 virtual void tick(float dt); 70 79 71 /** @return a List of Events in PEV_* sytle */ 72 inline const std::vector<int>& getEventList() { return this->events; }; 73 80 // NETWORK 74 81 int writeSync(const byte* data, int length, int sender); 75 82 int readSync(byte* data, int maxLength ); 76 83 bool needsReadSync(); 77 78 79 //80 virtual void setStartDirection(const Quaternion& rot) = 0;81 void setStartDirection(float angle, float dirX, float dirY, float dirZ) { this->setStartDirection(Quaternion(angle, Vector(dirX, dirY, dirZ))); }82 83 inline void setScore( int score ) { this->score = score; }84 inline int getScore() { return this->score; }85 84 86 85 … … 91 90 Playable(); 92 91 92 // Player Setup 93 93 virtual void enter() = 0; 94 94 virtual void leave() = 0; 95 // Playmode 96 void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; }; 97 virtual void enterPlaymode(Playable::Playmode playmode); 95 98 96 void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; }; 97 99 // Events. 98 100 void registerEvent(int eventType); 99 101 void unregisterEvent(int eventType); -
trunk/src/world_entities/space_ships/helicopter.h
r7337 r7346 22 22 23 23 virtual void loadParams(const TiXmlElement* root); 24 virtual void set StartDirection(const Quaternion& rot){/* FIXME */};24 virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) {/* FIXME */}; 25 25 26 26 virtual void enter(); -
trunk/src/world_entities/space_ships/hover.h
r7337 r7346 19 19 20 20 virtual void loadParams(const TiXmlElement* root); 21 virtual void set StartDirection(const Quaternion& rot) {/* FIXME */};21 virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) {/* FIXME */}; 22 22 23 23 virtual void enter(); -
trunk/src/world_entities/space_ships/space_ship.cc
r7337 r7346 248 248 } 249 249 250 void SpaceShip::set StartDirection(const Quaternion& quat)250 void SpaceShip::setPlayDirection(const Quaternion& quat, float speed) 251 251 { 252 252 this->mouseDir = quat; -
trunk/src/world_entities/space_ships/space_ship.h
r7337 r7346 27 27 virtual void loadParams(const TiXmlElement* root); 28 28 29 virtual void set StartDirection(const Quaternion& rot);29 virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f); 30 30 31 31 virtual void enter(); -
trunk/src/world_entities/space_ships/turbine_hover.cc
r7345 r7346 103 103 this->setClassID(CL_TURBINE_HOVER, "TurbineHover"); 104 104 105 this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal );105 this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical); 106 106 107 107 this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3); … … 393 393 } 394 394 break; 395 396 case Playable::Vertical: 397 { 398 accel.z = 0; 399 Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); 400 accelerationDir.z=0; 401 402 // this is the air friction (necessary for a smooth control) 403 Vector damping = (this->velocity * this->airFriction); 404 405 this->velocity += (accelerationDir - damping)* dt; 406 this->shiftCoor (this->velocity * dt); 407 408 this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); 409 410 this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); 411 this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5); 412 413 this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); 414 this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5); 415 } 416 break; 395 417 } 396 418 } -
trunk/src/world_entities/space_ships/turbine_hover.h
r7339 r7346 22 22 23 23 virtual void loadParams(const TiXmlElement* root); 24 virtual void set StartDirection(const Quaternion& rot) {/* FIXME */};24 virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) {/* FIXME */}; 25 25 virtual void enter(); 26 26 virtual void leave();
Note: See TracChangeset
for help on using the changeset viewer.