| 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 | #include <list> |
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| 14 | |
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| 15 | #include "world_entities/weapons/weapon_manager.h" |
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| 16 | |
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| 17 | class Weapon; |
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| 18 | class DotEmitter; |
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| 19 | class Player; |
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| 20 | class SpriteParticles; |
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| 21 | class Explosion; |
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| 22 | |
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| 23 | //! Basic controllable WorldEntity |
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| 24 | /** |
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| 25 | * |
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| 26 | */ |
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| 27 | class Playable : public WorldEntity, public Extendable |
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| 28 | { |
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| 29 | ObjectListDeclaration(Playable); |
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| 30 | public: |
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| 31 | //! Defines the Playmode of an Entity. |
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| 32 | typedef enum { |
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| 33 | Vertical = 1, //!< Vertical (seen from left or right/move in x-z) |
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| 34 | Horizontal = 2, //!< Horizontal (seet from the top/move in x-y) |
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| 35 | FromBehind = 4, //!< Seen from behind (move in z-y) |
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| 36 | Full3D = 8, //!< Full featured 3D-mode. (move in all directions x-y-z) |
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| 37 | FirstPerson = 16, |
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| 38 | |
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| 39 | PlaymodeCount = 5, |
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| 40 | } Playmode; |
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| 41 | |
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| 42 | |
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| 43 | public: |
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| 44 | virtual ~Playable(); |
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| 45 | |
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| 46 | virtual void loadParams(const TiXmlElement* root); |
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| 47 | void varChangeHandler( std::list< int > & id ); |
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| 48 | |
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| 49 | // Weapon and Pickups |
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| 50 | virtual bool pickup(PowerUp* powerUp); |
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| 51 | bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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| 52 | void removeWeapon(Weapon* weapon); |
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| 53 | void nextWeaponConfig(); |
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| 54 | void previousWeaponConfig(); |
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| 55 | inline WeaponManager& getWeaponManager() { return this->weaponMan; }; |
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| 56 | void weaponConfigChanged(); |
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| 57 | static void addSomeWeapons_CHEAT(); |
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| 58 | |
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| 59 | |
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| 60 | // Player Settup |
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| 61 | bool hasPlayer(){return !(this->currentPlayer == NULL);} |
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| 62 | bool setPlayer(Player* player); |
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| 63 | Player* getCurrentPlayer() const { return this->currentPlayer; }; |
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| 64 | /** @return a List of Events in PEV_* sytle */ |
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| 65 | inline const std::vector<int>& getEventList() { return this->events; }; |
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| 66 | |
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| 67 | |
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| 68 | // Camera and Playmode |
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| 69 | void attachCamera(); |
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| 70 | void detachCamera(); |
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| 71 | void setCameraMode(unsigned int cameraMode = 0); |
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| 72 | bool playmodeSupported(Playable::Playmode playmode) const { return this->supportedPlaymodes & playmode; }; |
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| 73 | bool setPlaymode(Playable::Playmode playmode); |
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| 74 | Playable::Playmode getPlaymode() const { return this->playmode; }; |
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| 75 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) = 0; |
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| 76 | void setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed = 0.0f); |
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| 77 | |
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| 78 | // Networking interface |
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| 79 | inline void setScore( int score ) { this->score = score; } |
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| 80 | inline int getScore() { return this->score; } |
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| 81 | inline void setTeamId( int teamId) { this->teamId = teamId;} |
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| 82 | inline int getTeamId() const { return this->teamId; } |
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| 83 | virtual void setTeam(int teamID); |
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| 84 | |
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| 85 | |
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| 86 | void setEnterRadius(float radius) { this->enterRadius = radius; }; |
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| 87 | /** @returns the EnterRadius (how far away a Player must be to enter this entity) */ |
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| 88 | inline float getEnterRadius() const { return this->enterRadius; }; |
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| 89 | |
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| 90 | // WorldEntity Extensions |
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| 91 | virtual void destroy(WorldEntity* killer); |
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| 92 | virtual void respawn(); |
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| 93 | virtual void process(const Event &event); |
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| 94 | virtual void tick(float dt); |
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| 95 | |
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| 96 | |
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| 97 | inline bool beFire() const { return this->bFire; } |
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| 98 | inline void fire(bool bF) { this->bFire = bF;} |
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| 99 | |
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| 100 | // Transformations: |
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| 101 | static Playable::Playmode stringToPlaymode(const std::string& playmode); |
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| 102 | static const std::string& playmodeToString(Playable::Playmode playmode); |
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| 103 | static const std::string playmodeNames[]; |
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| 104 | |
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| 105 | protected: |
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| 106 | Playable(); |
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| 107 | |
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| 108 | // Player Setup |
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| 109 | virtual void enter() = 0; |
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| 110 | virtual void leave() = 0; |
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| 111 | // Playmode |
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| 112 | void setSupportedPlaymodes(short playmodes) { this->supportedPlaymodes = playmodes; }; |
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| 113 | virtual void enterPlaymode(Playable::Playmode playmode); |
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| 114 | |
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| 115 | // Events. |
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| 116 | void registerEvent(int eventType); |
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| 117 | void unregisterEvent(int eventType); |
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| 118 | |
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| 119 | private: |
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| 120 | WeaponManager weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping |
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| 121 | std::vector<int> events; //!< A list of Events, that are captured for this playable |
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| 122 | |
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| 123 | Player* currentPlayer; //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL |
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| 124 | |
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| 125 | bool bFire; //!< If the Ship is firing. |
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| 126 | int oldFlags; //!< Used for synchronisation |
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| 127 | |
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| 128 | int score; //!< players score |
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| 129 | int teamChangeHandler; //!< handler id for team changes network sync |
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| 130 | int teamId; //!< id of the current team |
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| 131 | |
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| 132 | bool bDead; |
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| 133 | short supportedPlaymodes; //!< What Playmodes are Supported in this Playable. |
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| 134 | Playable::Playmode playmode; //!< The current playmode. |
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| 135 | |
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| 136 | float enterRadius; //!< How far one can be away from the Playable to enter it. |
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| 137 | |
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| 138 | WorldEntity* collider; |
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| 139 | }; |
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| 140 | |
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| 141 | #endif /* _PLAYABLE_H */ |
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