| 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 <list> |
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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 | virtual ~Playable(); |
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| 30 | |
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| 31 | virtual void loadParams(const TiXmlElement* root); |
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| 32 | |
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| 33 | virtual void die(); |
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| 34 | virtual void respawn(); |
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| 35 | |
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| 36 | virtual bool pickup(PowerUp* powerUp); |
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| 37 | |
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| 38 | void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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| 39 | void removeWeapon(Weapon* weapon); |
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| 40 | void nextWeaponConfig(); |
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| 41 | void previousWeaponConfig(); |
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| 42 | |
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| 43 | inline WeaponManager* getWeaponManager() const { return this->weaponMan; }; |
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| 44 | void weaponConfigChanged(); |
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| 45 | |
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| 46 | |
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| 47 | bool setPlayer(Player* player); |
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| 48 | Player* getCurrentPlayer() const { return this->currentPlayer; }; |
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| 49 | |
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| 50 | void attachCamera(); |
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| 51 | void detachCamera(); |
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| 52 | virtual void setCameraMode(unsigned int cameraMode = 0); |
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| 53 | |
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| 54 | virtual void collidesWith(WorldEntity* entity, const Vector& location); |
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| 55 | virtual void process(const Event &event); |
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| 56 | |
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| 57 | virtual void tick(float dt); |
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| 58 | |
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| 59 | /** @return a List of Events in PEV_* sytle */ |
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| 60 | inline const std::list<int>& getEventList() { return this->events; }; |
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| 61 | |
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| 62 | int writeSync(const byte* data, int length, int sender); |
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| 63 | int readSync(byte* data, int maxLength ); |
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| 64 | bool needsReadSync(); |
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| 65 | |
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| 66 | |
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| 67 | virtual void setAbsDirPlay(const Quaternion& rot) = 0; |
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| 68 | void setAbsDirPlay(float angle, float dirX, float dirY, float dirZ) { this->setAbsDirPlay(Quaternion(angle, Vector(dirX, dirY, dirZ))); } |
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| 69 | |
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| 70 | inline void setScore( int score ) { this->score = score; } |
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| 71 | inline int getScore() { return this->score; } |
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| 72 | |
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| 73 | protected: |
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| 74 | Playable(); |
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| 75 | |
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| 76 | virtual void enter() = 0; |
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| 77 | virtual void leave() = 0; |
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| 78 | |
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| 79 | void registerEvent(int eventType); |
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| 80 | void unregisterEvent(int eventType); |
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| 81 | |
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| 82 | private: |
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| 83 | WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping |
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| 84 | std::list<int> events; //!< A list of Events, that are captured for this playable |
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| 85 | |
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| 86 | Player* currentPlayer; //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL |
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| 87 | |
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| 88 | bool bFire; //!< If the Ship is firing. |
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| 89 | int oldFlags; //!< Used for synchronisation |
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| 90 | |
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| 91 | int score; |
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| 92 | int oldScore; |
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| 93 | |
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| 94 | bool bDead; |
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| 95 | |
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| 96 | //TODO HACK: explosion emitter |
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| 97 | |
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| 98 | |
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| 99 | WorldEntity* collider; |
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| 100 | }; |
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| 101 | |
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| 102 | #endif /* _PLAYABLE_H */ |
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