| 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 | #include "event_handler.h" | 
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| 19 |  | 
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| 20 | #include "player.h" | 
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| 21 | #include "state.h" | 
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| 22 | #include "camera.h" | 
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| 23 |  | 
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| 24 | #include "util/loading/load_param.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 | #include "game_rules.h" | 
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| 30 |  | 
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| 31 | #include "dot_emitter.h" | 
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| 32 | #include "sprite_particles.h" | 
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| 33 |  | 
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| 34 | #include "shared_network_data.h" | 
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| 35 |  | 
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| 36 | #include "effects/explosion.h" | 
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| 37 | #include "kill.cc" | 
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| 38 |  | 
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| 39 | #include "shell_command.h" | 
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| 40 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) | 
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| 41 |   ->setAlias("orxoWeapon"); | 
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| 42 |  | 
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| 43 |  | 
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| 44 | Playable::Playable() | 
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| 45 |     : weaponMan(this), | 
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| 46 |     supportedPlaymodes(Playable::Full3D), | 
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| 47 |     playmode(Playable::Full3D) | 
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| 48 | { | 
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| 49 |   this->setClassID(CL_PLAYABLE, "Playable"); | 
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| 50 |   PRINTF(4)("PLAYABLE INIT\n"); | 
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| 51 |  | 
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| 52 |   this->toList(OM_GROUP_01); | 
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| 53 |  | 
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| 54 |   // the reference to the Current Player is NULL, because we dont have one at the beginning. | 
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| 55 |   this->currentPlayer = NULL; | 
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| 56 |  | 
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| 57 |   this->bFire = false; | 
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| 58 |   this->oldFlags = 0; | 
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| 59 |  | 
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| 60 |   this->setSynchronized(true); | 
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| 61 |  | 
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| 62 |   this->score = 0; | 
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| 63 |   this->oldScore = 0; | 
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| 64 |   this->collider = NULL; | 
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| 65 |  | 
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| 66 |   this->bDead = false; | 
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| 67 | } | 
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| 68 |  | 
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| 69 |  | 
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| 70 | /** | 
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| 71 |  * @brief destroys the Playable | 
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| 72 |  */ | 
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| 73 | Playable::~Playable() | 
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| 74 | { | 
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| 75 |   // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH | 
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| 76 |   // this->setPlayer(NULL); | 
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| 77 |   // IN ITS DESTRUCTOR. | 
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| 78 |   assert(this->currentPlayer == NULL); | 
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| 79 | } | 
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| 80 |  | 
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| 81 | /** | 
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| 82 |  * @brief loads Playable parameters onto the Playable | 
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| 83 |  * @param root the XML-root to load from | 
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| 84 |  */ | 
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| 85 | void Playable::loadParams(const TiXmlElement* root) | 
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| 86 | { | 
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| 87 |   WorldEntity::loadParams(root); | 
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| 88 |  | 
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| 89 |   LoadParam(root, "abs-dir", this, Playable, setPlayDirection); | 
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| 90 | } | 
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| 91 |  | 
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| 92 | /** | 
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| 93 |  * @brief picks up a powerup | 
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| 94 |  * @param powerUp the PowerUp that should be picked. | 
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| 95 |  * @returns true on success (pickup was picked, false otherwise) | 
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| 96 |  * | 
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| 97 |  * This function also checks if the Pickup can be picked up by this Playable | 
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| 98 |  */ | 
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| 99 | bool Playable::pickup(PowerUp* powerUp) | 
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| 100 | { | 
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| 101 |   if(powerUp->isA(CL_WEAPON_POWER_UP)) | 
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| 102 |   { | 
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| 103 |     return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); | 
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| 104 |   } | 
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| 105 |   else if(powerUp->isA(CL_PARAM_POWER_UP)) | 
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| 106 |   { | 
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| 107 |     ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); | 
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| 108 |     switch(ppu->getType()) | 
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| 109 |     { | 
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| 110 |       case POWERUP_PARAM_HEALTH: | 
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| 111 |         this->increaseHealth(ppu->getValue()); | 
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| 112 |         return true; | 
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| 113 |       case POWERUP_PARAM_MAX_HEALTH: | 
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| 114 |         this->increaseHealthMax(ppu->getValue()); | 
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| 115 |         return true; | 
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| 116 |     } | 
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| 117 |   } | 
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| 118 |   return false; | 
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| 119 | } | 
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| 120 |  | 
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| 121 | /** | 
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| 122 |  * @brief adds a Weapon to the Playable. | 
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| 123 |  * @param weapon the Weapon to add. | 
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| 124 |  * @param configID the Configuration ID to add this weapon to. | 
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| 125 |  * @param slotID the slotID to add the Weapon to. | 
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| 126 |  */ | 
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| 127 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 128 | { | 
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| 129 |   if(this->weaponMan.addWeapon(weapon, configID, slotID)) | 
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| 130 |   { | 
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| 131 |     this->weaponConfigChanged(); | 
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| 132 |     return true; | 
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| 133 |   } | 
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| 134 |   else | 
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| 135 |   { | 
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| 136 |     if (weapon != NULL) | 
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| 137 |       PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", | 
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| 138 |                 weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); | 
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| 139 |     else | 
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| 140 |       PRINTF(2)("No weapon defined\n"); | 
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| 141 |     return false; | 
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| 142 |  | 
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| 143 |   } | 
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| 144 | } | 
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| 145 |  | 
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| 146 | /** | 
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| 147 |  * @brief removes a Weapon. | 
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| 148 |  * @param weapon the Weapon to remove. | 
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| 149 |  */ | 
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| 150 | void Playable::removeWeapon(Weapon* weapon) | 
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| 151 | { | 
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| 152 |   this->weaponMan.removeWeapon(weapon); | 
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| 153 |  | 
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| 154 |   this->weaponConfigChanged(); | 
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| 155 | } | 
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| 156 |  | 
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| 157 | /** | 
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| 158 |  * @brief jumps to the next WeaponConfiguration | 
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| 159 |  */ | 
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| 160 | void Playable::nextWeaponConfig() | 
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| 161 | { | 
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| 162 |   this->weaponMan.nextWeaponConfig(); | 
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| 163 |   this->weaponConfigChanged(); | 
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| 164 | } | 
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| 165 |  | 
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| 166 | /** | 
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| 167 |  * @brief moves to the last WeaponConfiguration | 
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| 168 |  */ | 
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| 169 | void Playable::previousWeaponConfig() | 
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| 170 | { | 
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| 171 |   this->weaponMan.previousWeaponConfig(); | 
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| 172 |   this->weaponConfigChanged(); | 
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| 173 | } | 
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| 174 |  | 
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| 175 | /** | 
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| 176 |  * @brief tells the Player, that the Weapon-Configuration has changed. | 
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| 177 |  * | 
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| 178 |  * TODO remove this | 
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| 179 |  * This function is needed, so that the WeponManager of this Playable can easily update the HUD | 
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| 180 |  */ | 
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| 181 | void Playable::weaponConfigChanged() | 
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| 182 | { | 
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| 183 |   if (this->currentPlayer != NULL) | 
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| 184 |     this->currentPlayer->weaponConfigChanged(); | 
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| 185 | } | 
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| 186 |  | 
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| 187 | /** | 
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| 188 |  * @brief a Cheat that gives us some Weapons | 
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| 189 |  */ | 
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| 190 | void Playable::addSomeWeapons_CHEAT() | 
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| 191 | { | 
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| 192 |   if (State::getPlayer() != NULL) | 
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| 193 |   { | 
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| 194 |     Playable* playable = State::getPlayer()->getPlayable(); | 
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| 195 |     if (playable != NULL) | 
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| 196 |     { | 
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| 197 |       PRINTF(2)("ADDING WEAPONS - you cheater\n"); | 
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| 198 |       playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); | 
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| 199 |       playable->addWeapon(Weapon::createWeapon(CL_TURRET)); | 
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| 200 |       playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); | 
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| 201 |       playable->addWeapon(Weapon::createWeapon(CL_CANNON)); | 
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| 202 |       playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); | 
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| 203 |       PRINTF(2)("ADDING WEAPONS FINISHED\n"); | 
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| 204 |     } | 
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| 205 |   } | 
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| 206 | } | 
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| 207 |  | 
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| 208 | /** | 
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| 209 |  * @brief subscribe to all events the controllable needs | 
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| 210 |  * @param player the player that shall controll this Playable | 
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| 211 |  * @returns false on error true otherwise. | 
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| 212 |  */ | 
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| 213 | bool Playable::setPlayer(Player* player) | 
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| 214 | { | 
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| 215 |   // if we already have a Player inside do nothing | 
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| 216 |   if (this->currentPlayer != NULL && player != NULL) | 
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| 217 |   { | 
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| 218 |     return false; | 
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| 219 |   } | 
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| 220 |  | 
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| 221 |   // eject the Player if player == NULL | 
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| 222 |   if (this->currentPlayer != NULL && player == NULL) | 
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| 223 |   { | 
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| 224 |     PRINTF(4)("Player gets ejected\n"); | 
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| 225 |  | 
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| 226 |     // unsubscibe all events. | 
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| 227 |     EventHandler* evh = EventHandler::getInstance(); | 
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| 228 |     std::vector<int>::iterator ev; | 
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| 229 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 230 |       evh->unsubscribe( ES_GAME, (*ev)); | 
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| 231 |  | 
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| 232 |     // leave the entity | 
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| 233 |     this->leave(); | 
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| 234 |  | 
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| 235 |     // eject the current Player. | 
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| 236 |     Player* ejectPlayer = this->currentPlayer; | 
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| 237 |     this->currentPlayer = NULL; | 
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| 238 |     // eject the Player. | 
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| 239 |     ejectPlayer->setPlayable(NULL); | 
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| 240 |  | 
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| 241 |     return true; | 
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| 242 |   } | 
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| 243 |  | 
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| 244 |   // get the new Player inside | 
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| 245 |   if (this->currentPlayer == NULL && player != NULL) | 
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| 246 |   { | 
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| 247 |     PRINTF(4)("New Player gets inside\n"); | 
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| 248 |     this->currentPlayer = player; | 
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| 249 |     if (this->currentPlayer->getPlayable() != this) | 
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| 250 |       this->currentPlayer->setPlayable(this); | 
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| 251 |  | 
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| 252 |     /*EventHandler*/ | 
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| 253 |     EventHandler* evh = EventHandler::getInstance(); | 
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| 254 |     std::vector<int>::iterator ev; | 
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| 255 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 256 |       evh->subscribe(player, ES_GAME, (*ev)); | 
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| 257 |  | 
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| 258 |     this->enter(); | 
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| 259 |     return true; | 
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| 260 |   } | 
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| 261 |  | 
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| 262 |   return false; | 
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| 263 | } | 
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| 264 |  | 
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| 265 | /** | 
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| 266 |  * @brief attaches the current Camera to this Playable | 
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| 267 |  * | 
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| 268 |  * this function can be derived, so that any Playable can make the attachment differently. | 
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| 269 |  */ | 
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| 270 | void Playable::attachCamera() | 
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| 271 | { | 
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| 272 |   State::getCameraNode()->setParentSoft(this); | 
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| 273 |   State::getCameraTargetNode()->setParentSoft(this); | 
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| 274 |  | 
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| 275 | } | 
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| 276 |  | 
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| 277 | /** | 
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| 278 |  * @brief detaches the Camera | 
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| 279 |  * @see void Playable::attachCamera() | 
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| 280 |  */ | 
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| 281 | void  Playable::detachCamera() | 
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| 282 | {} | 
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| 283 |  | 
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| 284 |  | 
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| 285 | /** | 
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| 286 |  * @brief sets the CameraMode. | 
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| 287 |  * @param cameraMode: the Mode to switch to. | 
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| 288 |  */ | 
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| 289 | void Playable::setCameraMode(unsigned int cameraMode) | 
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| 290 | { | 
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| 291 |   State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); | 
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| 292 | } | 
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| 293 |  | 
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| 294 |  | 
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| 295 | /** | 
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| 296 |  * @brief sets the Playmode | 
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| 297 |  * @param playmode the Playmode | 
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| 298 |  * @returns true on success, false otherwise | 
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| 299 |  */ | 
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| 300 | bool Playable::setPlaymode(Playable::Playmode playmode) | 
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| 301 | { | 
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| 302 |   if (!this->playmodeSupported(playmode)) | 
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| 303 |     return false; | 
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| 304 |   else | 
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| 305 |   { | 
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| 306 |     this->enterPlaymode(playmode); | 
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| 307 |     this->playmode = playmode; | 
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| 308 |     return true; | 
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| 309 |   } | 
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| 310 | } | 
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| 311 |  | 
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| 312 | /** | 
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| 313 |  * @brief This function look, that the Playable rotates to the given rotation. | 
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| 314 |  * @param angle the Angle around | 
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| 315 |  * @param dirX directionX | 
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| 316 |  * @param dirY directionY | 
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| 317 |  * @param dirZ directionZ | 
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| 318 |  * @param speed how fast to turn there. | 
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| 319 |  */ | 
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| 320 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) | 
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| 321 | { | 
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| 322 |   this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); | 
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| 323 | } | 
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| 324 |  | 
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| 325 | /** | 
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| 326 |  * @brief all Playable will enter the Playmode Differently, say here how to do it. | 
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| 327 |  * @param playmode the Playmode to enter. | 
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| 328 |  * | 
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| 329 |  * In this function all the actions that are required to enter the Playmode are described. | 
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| 330 |  * e.g: camera, rotation, wait cycle and so on... | 
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| 331 |  * | 
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| 332 |  * on enter of this function the playmode is still the old playmode. | 
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| 333 |  */ | 
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| 334 | void Playable::enterPlaymode(Playable::Playmode playmode) | 
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| 335 | { | 
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| 336 |   switch(playmode) | 
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| 337 |   { | 
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| 338 |     default: | 
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| 339 |       this->attachCamera(); | 
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| 340 |       break; | 
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| 341 |     case Playable::Horizontal: | 
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| 342 |       this->setCameraMode(Camera::ViewTop); | 
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| 343 |       break; | 
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| 344 |     case Playable::Vertical: | 
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| 345 |       this->setCameraMode(Camera::ViewLeft); | 
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| 346 |       break; | 
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| 347 |     case Playable::FromBehind: | 
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| 348 |       this->setCameraMode(Camera::ViewBehind); | 
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| 349 |       break; | 
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| 350 |   } | 
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| 351 | } | 
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| 352 | /** | 
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| 353 |  * @brief helps us colliding Playables | 
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| 354 |  * @param entity the Entity to collide | 
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| 355 |  * @param location where the collision occured. | 
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| 356 |  */ | 
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| 357 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 358 | { | 
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| 359 |   if (entity == collider) | 
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| 360 |     return; | 
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| 361 |   collider = entity; | 
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| 362 |  | 
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| 363 |   if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) | 
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| 364 |   { | 
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| 365 |     this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); | 
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| 366 |     // EXTREME HACK | 
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| 367 |     if (this->getHealth() <= 0.0f) | 
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| 368 |     { | 
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| 369 |       this->die(); | 
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| 370 |  | 
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| 371 |       if( State::getGameRules() != NULL) | 
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| 372 |         State::getGameRules()->registerKill(Kill(entity, this)); | 
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| 373 |     } | 
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| 374 |   } | 
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| 375 | } | 
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| 376 |  | 
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| 377 |  | 
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| 378 | void Playable::respawn() | 
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| 379 | { | 
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| 380 |   PRINTF(0)("Playable respawn\n"); | 
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| 381 |   // only if this is the spaceship of the player | 
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| 382 |   if( this == State::getPlayer()->getPlayable()) | 
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| 383 |     State::getGameRules()->onPlayerSpawn(); | 
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| 384 |  | 
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| 385 |  | 
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| 386 |   if( this->getOwner() % 2 == 0) | 
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| 387 |   { | 
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| 388 |     //     this->toList(OM_GROUP_00); | 
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| 389 |     this->setAbsCoor(213.37, 57.71, -47.98); | 
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| 390 |     this->setAbsDir(0, 0, 1, 0); | 
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| 391 |   } | 
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| 392 |   else | 
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| 393 |   { // red team | 
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| 394 |     //     this->toList(OM_GROUP_01); | 
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| 395 |     this->setAbsCoor(-314.450, 40.701, 83.554); | 
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| 396 |     this->setAbsDir(1.0, -0.015, -0.012, 0.011); | 
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| 397 |   } | 
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| 398 |   this->reset(); | 
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| 399 |   this->bDead = false; | 
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| 400 | } | 
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| 401 |  | 
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| 402 |  | 
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| 403 |  | 
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| 404 | void Playable::die() | 
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| 405 | { | 
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| 406 |   Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); | 
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| 407 |  | 
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| 408 |  | 
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| 409 |   if( !this->bDead) | 
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| 410 |   { | 
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| 411 |     PRINTF(0)("Playable dies\n"); | 
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| 412 |     // only if this is the spaceship of the player | 
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| 413 |     if (State::isOnline()) | 
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| 414 |     { | 
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| 415 |       if( this == State::getPlayer()->getPlayable()) | 
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| 416 |         State::getGameRules()->onPlayerDeath(); | 
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| 417 |  | 
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| 418 |       //     this->toList(OM_GROUP_05); | 
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| 419 |       //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that | 
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| 420 |       this->setAbsCoor(-2000.0, -2000.0, -2000.0); | 
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| 421 |  | 
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| 422 |       //explosion hack | 
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| 423 |  | 
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| 424 |     } | 
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| 425 |     this->bDead = true; | 
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| 426 |   } | 
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| 427 | } | 
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| 428 |  | 
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| 429 |  | 
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| 430 |  | 
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| 431 |  | 
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| 432 |  | 
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| 433 | /** | 
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| 434 |  * @brief add an event to the event list of events this Playable can capture | 
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| 435 |  * @param eventType the Type of event to add | 
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| 436 |  */ | 
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| 437 | void Playable::registerEvent(int eventType) | 
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| 438 | { | 
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| 439 |   this->events.push_back(eventType); | 
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| 440 |  | 
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| 441 |   if (this->currentPlayer != NULL) | 
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| 442 |     EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); | 
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| 443 | } | 
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| 444 |  | 
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| 445 | /** | 
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| 446 |  * @brief remove an event to the event list this Playable can capture. | 
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| 447 |  * @param event the event to unregister. | 
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| 448 |  */ | 
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| 449 | void Playable::unregisterEvent(int eventType) | 
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| 450 | { | 
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| 451 |   std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); | 
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| 452 |   this->events.erase(rmEvent); | 
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| 453 |  | 
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| 454 |   if (this->currentPlayer != NULL) | 
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| 455 |     EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); | 
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| 456 | } | 
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| 457 |  | 
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| 458 | /** | 
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| 459 |  * @brief ticks a Playable | 
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| 460 |  * @param dt: the passed time since the last Tick | 
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| 461 |  */ | 
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| 462 | void Playable::tick(float dt) | 
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| 463 | { | 
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| 464 |   this->weaponMan.tick(dt); | 
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| 465 |   if (this->bFire) | 
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| 466 |     weaponMan.fire(); | 
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| 467 | } | 
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| 468 |  | 
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| 469 |  | 
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| 470 | /** | 
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| 471 |  * @brief processes Playable events. | 
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| 472 |  * @param event the Captured Event. | 
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| 473 |  */ | 
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| 474 | void Playable::process(const Event &event) | 
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| 475 | { | 
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| 476 |   if( event.type == KeyMapper::PEV_FIRE1) | 
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| 477 |     this->bFire = event.bPressed; | 
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| 478 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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| 479 |   { | 
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| 480 |     this->nextWeaponConfig(); | 
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| 481 |   } | 
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| 482 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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| 483 |     this->previousWeaponConfig(); | 
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| 484 | } | 
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| 485 |  | 
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| 486 |  | 
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| 487 | #define DATA_FLAGS    1 | 
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| 488 | #define DATA_SCORE    2 | 
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| 489 |  | 
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| 490 | #define FLAGS_bFire   1 | 
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| 491 |  | 
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| 492 | int Playable::writeSync( const byte * data, int length, int sender ) | 
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| 493 | { | 
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| 494 |   SYNCHELP_READ_BEGIN(); | 
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| 495 |  | 
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| 496 |   byte b; | 
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| 497 |   SYNCHELP_READ_BYTE( b, NWT_PL_B ); | 
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| 498 |  | 
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| 499 |   byte flags; | 
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| 500 |  | 
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| 501 |   if ( b == DATA_FLAGS ) | 
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| 502 |   { | 
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| 503 |     SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); | 
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| 504 |  | 
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| 505 |     bFire = (flags & FLAGS_bFire) != 0; | 
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| 506 |  | 
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| 507 |     return SYNCHELP_READ_N; | 
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| 508 |   } | 
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| 509 |  | 
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| 510 |   if ( b == DATA_SCORE ) | 
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| 511 |   { | 
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| 512 |     int newScore; | 
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| 513 |     SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE ); | 
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| 514 |     setScore( newScore ); | 
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| 515 |  | 
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| 516 |     return SYNCHELP_READ_N; | 
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| 517 |   } | 
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| 518 |  | 
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| 519 |   return SYNCHELP_READ_N; | 
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| 520 | } | 
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| 521 |  | 
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| 522 | int Playable::readSync( byte * data, int maxLength ) | 
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| 523 | { | 
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| 524 |   SYNCHELP_WRITE_BEGIN(); | 
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| 525 |  | 
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| 526 |   if ( score != oldScore && isServer() ) | 
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| 527 |   { | 
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| 528 |     SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B); | 
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| 529 |     SYNCHELP_WRITE_INT( score, NWT_PL_SCORE ); | 
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| 530 |     oldScore = score; | 
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| 531 |  | 
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| 532 |     return SYNCHELP_WRITE_N; | 
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| 533 |   } | 
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| 534 |  | 
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| 535 |   byte flags = 0; | 
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| 536 |  | 
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| 537 |   if ( bFire ) | 
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| 538 |     flags |= FLAGS_bFire; | 
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| 539 |  | 
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| 540 |  | 
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| 541 |   SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B); | 
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| 542 |   SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); | 
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| 543 |   oldFlags = flags; | 
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| 544 |  | 
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| 545 |  | 
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| 546 |   return SYNCHELP_WRITE_N; | 
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| 547 | } | 
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| 548 |  | 
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| 549 | bool Playable::needsReadSync( ) | 
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| 550 | { | 
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| 551 |   if ( score != oldScore && isServer() ) | 
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| 552 |     return true; | 
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| 553 |  | 
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| 554 |   byte flags = 0; | 
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| 555 |  | 
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| 556 |   if ( bFire ) | 
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| 557 |     flags |= FLAGS_bFire; | 
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| 558 |  | 
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| 559 |   return flags!=oldFlags; | 
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| 560 | } | 
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| 561 |  | 
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| 562 |  | 
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| 563 | /** | 
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| 564 |  * @brief converts a string into a Playable::Playmode. | 
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| 565 |  * @param playmode the string naming the Playable::Playmode to convert. | 
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| 566 |  * @returns the Playable::Playmode converted from playmode. | 
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| 567 |  */ | 
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| 568 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) | 
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| 569 | { | 
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| 570 |   if (playmode == Playable::playmodeNames[0]) | 
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| 571 |     return Playable::Vertical; | 
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| 572 |   if (playmode == Playable::playmodeNames[1]) | 
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| 573 |     return Playable::Horizontal; | 
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| 574 |   if (playmode == Playable::playmodeNames[2]) | 
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| 575 |     return Playable::FromBehind; | 
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| 576 |   if (playmode == Playable::playmodeNames[3]) | 
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| 577 |     return Playable::Full3D; | 
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| 578 |  | 
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| 579 |   return Playable::Full3D; | 
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| 580 | } | 
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| 581 |  | 
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| 582 |  | 
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| 583 | /** | 
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| 584 |  * @brief converts a playmode into a string. | 
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| 585 |  * @param playmode the Playable::Playmode to convert. | 
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| 586 |  * @returns the String. | 
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| 587 |  */ | 
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| 588 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) | 
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| 589 | { | 
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| 590 |   switch(playmode) | 
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| 591 |   { | 
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| 592 |     case Playable::Vertical: | 
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| 593 |       return Playable::playmodeNames[0]; | 
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| 594 |     case Playable::Horizontal: | 
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| 595 |       return Playable::playmodeNames[1]; | 
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| 596 |     case Playable::FromBehind: | 
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| 597 |       return Playable::playmodeNames[2]; | 
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| 598 |     case Playable::Full3D: | 
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| 599 |       return Playable::playmodeNames[3]; | 
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| 600 |  | 
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| 601 |     default: | 
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| 602 |       return Playable::playmodeNames[3]; | 
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| 603 |   } | 
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| 604 | } | 
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| 605 |  | 
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| 606 | /** | 
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| 607 |  * @brief PlaymodeNames | 
|---|
| 608 |  */ | 
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| 609 | const std::string Playable::playmodeNames[] = | 
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| 610 | { | 
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| 611 |   "Vertical", | 
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| 612 |   "Horizontal", | 
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| 613 |   "FromBehind", | 
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| 614 |   "Full3D" | 
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| 615 | }; | 
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