| [5838] | 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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| [5841] | 12 |    main-programmer: Silvan Nellen | 
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 | 13 |    co-programmer: Benjamin Knecht | 
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| [5838] | 14 | */ | 
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 | 15 |  | 
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| [5881] | 16 |  | 
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| [5838] | 17 | #include "playable.h" | 
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| [5895] | 18 |  | 
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| [7868] | 19 | #include "key_mapper.h" | 
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 | 20 |  | 
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| [5875] | 21 | #include "player.h" | 
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| [6241] | 22 | #include "state.h" | 
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| [7347] | 23 | #include "camera.h" | 
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 | 24 |  | 
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| [7193] | 25 | #include "util/loading/load_param.h" | 
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| [5838] | 26 |  | 
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| [6547] | 27 | #include "power_ups/weapon_power_up.h" | 
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 | 28 | #include "power_ups/param_power_up.h" | 
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| [5872] | 29 |  | 
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| [7044] | 30 | #include "game_rules.h" | 
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| [6547] | 31 |  | 
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| [6959] | 32 | #include "dot_emitter.h" | 
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 | 33 | #include "sprite_particles.h" | 
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 | 34 |  | 
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| [7121] | 35 | #include "shared_network_data.h" | 
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 | 36 |  | 
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| [7118] | 37 | #include "effects/explosion.h" | 
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| [7482] | 38 | #include "kill.cc" | 
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| [6959] | 39 |  | 
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| [7350] | 40 | #include "shell_command.h" | 
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| [7356] | 41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) | 
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 | 42 |   ->setAlias("orxoWeapon"); | 
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| [7118] | 43 |  | 
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| [7350] | 44 |  | 
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| [5838] | 45 | Playable::Playable() | 
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| [7338] | 46 |     : weaponMan(this), | 
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 | 47 |     supportedPlaymodes(Playable::Full3D), | 
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 | 48 |     playmode(Playable::Full3D) | 
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| [5838] | 49 | { | 
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| [6442] | 50 |   this->setClassID(CL_PLAYABLE, "Playable"); | 
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 | 51 |   PRINTF(4)("PLAYABLE INIT\n"); | 
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 | 52 |  | 
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 | 53 |   this->toList(OM_GROUP_01); | 
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 | 54 |  | 
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 | 55 |   // the reference to the Current Player is NULL, because we dont have one at the beginning. | 
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 | 56 |   this->currentPlayer = NULL; | 
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| [6695] | 57 |  | 
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| [6804] | 58 |   this->bFire = false; | 
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| [6868] | 59 |   this->oldFlags = 0; | 
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| [6804] | 60 |  | 
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| [6695] | 61 |   this->setSynchronized(true); | 
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| [6959] | 62 |  | 
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 | 63 |   this->score = 0; | 
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| [7713] | 64 |   this->collider = NULL; | 
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| [9061] | 65 |   this->enterRadius = 10.0f; | 
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| [6959] | 66 |  | 
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| [7118] | 67 |   this->bDead = false; | 
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| [9008] | 68 |  | 
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| [9110] | 69 |   //subscribe to collision reaction | 
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| [8490] | 70 |   this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); | 
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| [9140] | 71 |         this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_TERRAIN ); | 
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| [7954] | 72 |   registerVar( new SynchronizeableInt( &score, &score, "score" ) ); | 
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 | 73 |   registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); | 
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| [5838] | 74 | } | 
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 | 75 |  | 
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| [6695] | 76 |  | 
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| [7346] | 77 | /** | 
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 | 78 |  * @brief destroys the Playable | 
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 | 79 |  */ | 
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| [5875] | 80 | Playable::~Playable() | 
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| [5838] | 81 | { | 
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| [6986] | 82 |   // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH | 
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 | 83 |   // this->setPlayer(NULL); | 
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 | 84 |   // IN ITS DESTRUCTOR. | 
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| [8316] | 85 |  | 
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| [6986] | 86 |   assert(this->currentPlayer == NULL); | 
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| [5875] | 87 | } | 
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 | 88 |  | 
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| [7346] | 89 | /** | 
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 | 90 |  * @brief loads Playable parameters onto the Playable | 
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 | 91 |  * @param root the XML-root to load from | 
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 | 92 |  */ | 
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| [7092] | 93 | void Playable::loadParams(const TiXmlElement* root) | 
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 | 94 | { | 
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 | 95 |   WorldEntity::loadParams(root); | 
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 | 96 |  | 
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| [7346] | 97 |   LoadParam(root, "abs-dir", this, Playable, setPlayDirection); | 
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| [9061] | 98 |   LoadParam(root, "enter-radius", this, Playable, setEnterRadius) | 
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 | 99 |       .describe("The Distance one can enter the ship from."); | 
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| [7092] | 100 | } | 
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 | 101 |  | 
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| [7346] | 102 | /** | 
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 | 103 |  * @brief picks up a powerup | 
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 | 104 |  * @param powerUp the PowerUp that should be picked. | 
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 | 105 |  * @returns true on success (pickup was picked, false otherwise) | 
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 | 106 |  * | 
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 | 107 |  * This function also checks if the Pickup can be picked up by this Playable | 
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 | 108 |  */ | 
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 | 109 | bool Playable::pickup(PowerUp* powerUp) | 
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 | 110 | { | 
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 | 111 |   if(powerUp->isA(CL_WEAPON_POWER_UP)) | 
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 | 112 |   { | 
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 | 113 |     return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); | 
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 | 114 |   } | 
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 | 115 |   else if(powerUp->isA(CL_PARAM_POWER_UP)) | 
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 | 116 |   { | 
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 | 117 |     ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); | 
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 | 118 |     switch(ppu->getType()) | 
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 | 119 |     { | 
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 | 120 |       case POWERUP_PARAM_HEALTH: | 
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 | 121 |         this->increaseHealth(ppu->getValue()); | 
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 | 122 |         return true; | 
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 | 123 |       case POWERUP_PARAM_MAX_HEALTH: | 
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 | 124 |         this->increaseHealthMax(ppu->getValue()); | 
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 | 125 |         return true; | 
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| [8316] | 126 |       default: | 
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 | 127 |         /// EVERYTHING THAT IS NOT HANDLED | 
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 | 128 |         /// FIXME | 
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 | 129 |         return false; | 
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| [7346] | 130 |     } | 
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 | 131 |   } | 
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 | 132 |   return false; | 
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 | 133 | } | 
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 | 134 |  | 
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 | 135 | /** | 
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 | 136 |  * @brief adds a Weapon to the Playable. | 
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 | 137 |  * @param weapon the Weapon to add. | 
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 | 138 |  * @param configID the Configuration ID to add this weapon to. | 
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 | 139 |  * @param slotID the slotID to add the Weapon to. | 
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 | 140 |  */ | 
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| [7350] | 141 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| [6443] | 142 | { | 
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| [7350] | 143 |   if(this->weaponMan.addWeapon(weapon, configID, slotID)) | 
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 | 144 |   { | 
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 | 145 |     this->weaponConfigChanged(); | 
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 | 146 |     return true; | 
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 | 147 |   } | 
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 | 148 |   else | 
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 | 149 |   { | 
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 | 150 |     if (weapon != NULL) | 
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 | 151 |       PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", | 
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| [7351] | 152 |                 weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); | 
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| [7350] | 153 |     else | 
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 | 154 |       PRINTF(2)("No weapon defined\n"); | 
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 | 155 |     return false; | 
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| [6443] | 156 |  | 
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| [7350] | 157 |   } | 
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| [6443] | 158 | } | 
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 | 159 |  | 
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| [7346] | 160 | /** | 
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 | 161 |  * @brief removes a Weapon. | 
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 | 162 |  * @param weapon the Weapon to remove. | 
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 | 163 |  */ | 
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| [6443] | 164 | void Playable::removeWeapon(Weapon* weapon) | 
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 | 165 | { | 
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| [7337] | 166 |   this->weaponMan.removeWeapon(weapon); | 
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| [6443] | 167 |  | 
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| [7338] | 168 |   this->weaponConfigChanged(); | 
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| [6443] | 169 | } | 
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 | 170 |  | 
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| [7346] | 171 | /** | 
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 | 172 |  * @brief jumps to the next WeaponConfiguration | 
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 | 173 |  */ | 
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| [6444] | 174 | void Playable::nextWeaponConfig() | 
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 | 175 | { | 
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| [7337] | 176 |   this->weaponMan.nextWeaponConfig(); | 
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| [7338] | 177 |   this->weaponConfigChanged(); | 
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| [6444] | 178 | } | 
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| [6443] | 179 |  | 
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| [7346] | 180 | /** | 
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 | 181 |  * @brief moves to the last WeaponConfiguration | 
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 | 182 |  */ | 
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| [6444] | 183 | void Playable::previousWeaponConfig() | 
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 | 184 | { | 
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| [7337] | 185 |   this->weaponMan.previousWeaponConfig(); | 
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| [7338] | 186 |   this->weaponConfigChanged(); | 
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| [6444] | 187 | } | 
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 | 188 |  | 
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| [7346] | 189 | /** | 
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 | 190 |  * @brief tells the Player, that the Weapon-Configuration has changed. | 
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 | 191 |  * | 
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 | 192 |  * TODO remove this | 
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 | 193 |  * This function is needed, so that the WeponManager of this Playable can easily update the HUD | 
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 | 194 |  */ | 
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| [6568] | 195 | void Playable::weaponConfigChanged() | 
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 | 196 | { | 
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| [6578] | 197 |   if (this->currentPlayer != NULL) | 
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 | 198 |     this->currentPlayer->weaponConfigChanged(); | 
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| [6568] | 199 | } | 
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| [6444] | 200 |  | 
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| [7350] | 201 | /** | 
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 | 202 |  * @brief a Cheat that gives us some Weapons | 
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 | 203 |  */ | 
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 | 204 | void Playable::addSomeWeapons_CHEAT() | 
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 | 205 | { | 
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| [7351] | 206 |   if (State::getPlayer() != NULL) | 
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 | 207 |   { | 
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 | 208 |     Playable* playable = State::getPlayer()->getPlayable(); | 
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 | 209 |     if (playable != NULL) | 
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 | 210 |     { | 
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 | 211 |       PRINTF(2)("ADDING WEAPONS - you cheater\n"); | 
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 | 212 |       playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); | 
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 | 213 |       playable->addWeapon(Weapon::createWeapon(CL_TURRET)); | 
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 | 214 |       playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); | 
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 | 215 |       playable->addWeapon(Weapon::createWeapon(CL_CANNON)); | 
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 | 216 |       playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); | 
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 | 217 |       PRINTF(2)("ADDING WEAPONS FINISHED\n"); | 
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 | 218 |     } | 
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 | 219 |   } | 
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| [7350] | 220 | } | 
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| [7346] | 221 |  | 
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| [7173] | 222 | /** | 
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| [7346] | 223 |  * @brief subscribe to all events the controllable needs | 
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 | 224 |  * @param player the player that shall controll this Playable | 
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 | 225 |  * @returns false on error true otherwise. | 
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 | 226 |  */ | 
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 | 227 | bool Playable::setPlayer(Player* player) | 
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 | 228 | { | 
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 | 229 |   // if we already have a Player inside do nothing | 
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 | 230 |   if (this->currentPlayer != NULL && player != NULL) | 
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 | 231 |   { | 
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 | 232 |     return false; | 
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 | 233 |   } | 
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 | 234 |  | 
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 | 235 |   // eject the Player if player == NULL | 
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 | 236 |   if (this->currentPlayer != NULL && player == NULL) | 
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 | 237 |   { | 
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 | 238 |     PRINTF(4)("Player gets ejected\n"); | 
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 | 239 |  | 
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 | 240 |     // unsubscibe all events. | 
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 | 241 |     std::vector<int>::iterator ev; | 
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 | 242 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| [7868] | 243 |       player->unsubscribeEvent(ES_GAME, (*ev)); | 
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| [7346] | 244 |  | 
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 | 245 |     // leave the entity | 
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 | 246 |     this->leave(); | 
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 | 247 |  | 
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 | 248 |     // eject the current Player. | 
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 | 249 |     Player* ejectPlayer = this->currentPlayer; | 
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 | 250 |     this->currentPlayer = NULL; | 
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 | 251 |     // eject the Player. | 
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 | 252 |     ejectPlayer->setPlayable(NULL); | 
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 | 253 |  | 
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 | 254 |     return true; | 
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 | 255 |   } | 
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 | 256 |  | 
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 | 257 |   // get the new Player inside | 
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 | 258 |   if (this->currentPlayer == NULL && player != NULL) | 
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 | 259 |   { | 
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 | 260 |     PRINTF(4)("New Player gets inside\n"); | 
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 | 261 |     this->currentPlayer = player; | 
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 | 262 |     if (this->currentPlayer->getPlayable() != this) | 
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 | 263 |       this->currentPlayer->setPlayable(this); | 
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 | 264 |  | 
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 | 265 |     /*EventHandler*/ | 
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 | 266 |     std::vector<int>::iterator ev; | 
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 | 267 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| [7868] | 268 |       player->subscribeEvent(ES_GAME, (*ev)); | 
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| [7346] | 269 |  | 
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 | 270 |     this->enter(); | 
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 | 271 |     return true; | 
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 | 272 |   } | 
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 | 273 |  | 
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 | 274 |   return false; | 
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 | 275 | } | 
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 | 276 |  | 
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 | 277 | /** | 
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 | 278 |  * @brief attaches the current Camera to this Playable | 
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 | 279 |  * | 
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 | 280 |  * this function can be derived, so that any Playable can make the attachment differently. | 
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 | 281 |  */ | 
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 | 282 | void Playable::attachCamera() | 
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 | 283 | { | 
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 | 284 |   State::getCameraNode()->setParentSoft(this); | 
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 | 285 |   State::getCameraTargetNode()->setParentSoft(this); | 
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 | 286 |  | 
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 | 287 | } | 
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 | 288 |  | 
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 | 289 | /** | 
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 | 290 |  * @brief detaches the Camera | 
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 | 291 |  * @see void Playable::attachCamera() | 
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 | 292 |  */ | 
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 | 293 | void  Playable::detachCamera() | 
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| [8147] | 294 | { | 
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 | 295 | } | 
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| [7346] | 296 |  | 
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 | 297 |  | 
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 | 298 | /** | 
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| [7173] | 299 |  * @brief sets the CameraMode. | 
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 | 300 |  * @param cameraMode: the Mode to switch to. | 
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 | 301 |  */ | 
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 | 302 | void Playable::setCameraMode(unsigned int cameraMode) | 
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| [7347] | 303 | { | 
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 | 304 |   State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); | 
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 | 305 | } | 
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| [7338] | 306 |  | 
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| [7346] | 307 |  | 
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| [7338] | 308 | /** | 
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 | 309 |  * @brief sets the Playmode | 
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 | 310 |  * @param playmode the Playmode | 
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 | 311 |  * @returns true on success, false otherwise | 
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 | 312 |  */ | 
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| [7339] | 313 | bool Playable::setPlaymode(Playable::Playmode playmode) | 
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| [7173] | 314 | { | 
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| [7338] | 315 |   if (!this->playmodeSupported(playmode)) | 
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 | 316 |     return false; | 
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 | 317 |   else | 
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| [7345] | 318 |   { | 
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| [7347] | 319 |     this->enterPlaymode(playmode); | 
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| [7338] | 320 |     this->playmode = playmode; | 
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| [7345] | 321 |     return true; | 
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 | 322 |   } | 
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| [7173] | 323 | } | 
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 | 324 |  | 
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| [7346] | 325 | /** | 
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 | 326 |  * @brief This function look, that the Playable rotates to the given rotation. | 
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 | 327 |  * @param angle the Angle around | 
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 | 328 |  * @param dirX directionX | 
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 | 329 |  * @param dirY directionY | 
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 | 330 |  * @param dirZ directionZ | 
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 | 331 |  * @param speed how fast to turn there. | 
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 | 332 |  */ | 
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 | 333 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) | 
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 | 334 | { | 
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 | 335 |   this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); | 
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 | 336 | } | 
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| [7173] | 337 |  | 
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| [5872] | 338 | /** | 
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| [7346] | 339 |  * @brief all Playable will enter the Playmode Differently, say here how to do it. | 
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 | 340 |  * @param playmode the Playmode to enter. | 
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 | 341 |  * | 
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 | 342 |  * In this function all the actions that are required to enter the Playmode are described. | 
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 | 343 |  * e.g: camera, rotation, wait cycle and so on... | 
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| [7347] | 344 |  * | 
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 | 345 |  * on enter of this function the playmode is still the old playmode. | 
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| [7346] | 346 |  */ | 
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 | 347 | void Playable::enterPlaymode(Playable::Playmode playmode) | 
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 | 348 | { | 
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| [7347] | 349 |   switch(playmode) | 
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 | 350 |   { | 
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 | 351 |     default: | 
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 | 352 |       this->attachCamera(); | 
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 | 353 |       break; | 
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 | 354 |     case Playable::Horizontal: | 
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 | 355 |       this->setCameraMode(Camera::ViewTop); | 
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 | 356 |       break; | 
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 | 357 |     case Playable::Vertical: | 
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 | 358 |       this->setCameraMode(Camera::ViewLeft); | 
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 | 359 |       break; | 
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 | 360 |     case Playable::FromBehind: | 
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 | 361 |       this->setCameraMode(Camera::ViewBehind); | 
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 | 362 |       break; | 
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 | 363 |   } | 
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| [7346] | 364 | } | 
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 | 365 | /** | 
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| [6436] | 366 |  * @brief helps us colliding Playables | 
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| [7346] | 367 |  * @param entity the Entity to collide | 
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 | 368 |  * @param location where the collision occured. | 
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| [6436] | 369 |  */ | 
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 | 370 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) | 
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 | 371 | { | 
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| [7072] | 372 |   if (entity == collider) | 
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 | 373 |     return; | 
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 | 374 |   collider = entity; | 
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 | 375 |  | 
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| [7121] | 376 |   if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) | 
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| [6966] | 377 |   { | 
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| [7072] | 378 |     this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); | 
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| [6966] | 379 |     // EXTREME HACK | 
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| [7072] | 380 |     if (this->getHealth() <= 0.0f) | 
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| [6966] | 381 |     { | 
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| [8724] | 382 | //       this->destory(); | 
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| [7482] | 383 |  | 
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 | 384 |       if( State::getGameRules() != NULL) | 
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 | 385 |         State::getGameRules()->registerKill(Kill(entity, this)); | 
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| [6966] | 386 |     } | 
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 | 387 |   } | 
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 | 388 | } | 
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| [6436] | 389 |  | 
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| [6966] | 390 |  | 
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| [7044] | 391 | void Playable::respawn() | 
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| [6966] | 392 | { | 
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| [7044] | 393 |   PRINTF(0)("Playable respawn\n"); | 
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 | 394 |   // only if this is the spaceship of the player | 
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 | 395 |   if( this == State::getPlayer()->getPlayable()) | 
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 | 396 |     State::getGameRules()->onPlayerSpawn(); | 
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| [6966] | 397 |  | 
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| [7118] | 398 |   this->reset(); | 
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 | 399 |   this->bDead = false; | 
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| [6436] | 400 | } | 
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 | 401 |  | 
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| [6966] | 402 |  | 
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| [7088] | 403 |  | 
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| [8724] | 404 |  | 
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 | 405 | void Playable::destroy() | 
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| [7044] | 406 | { | 
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| [7119] | 407 |   Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); | 
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 | 408 |  | 
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 | 409 |  | 
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| [7118] | 410 |   if( !this->bDead) | 
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 | 411 |   { | 
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 | 412 |     PRINTF(0)("Playable dies\n"); | 
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| [7338] | 413 |     // only if this is the spaceship of the player | 
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| [7118] | 414 |     if (State::isOnline()) | 
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 | 415 |     { | 
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 | 416 |       if( this == State::getPlayer()->getPlayable()) | 
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 | 417 |         State::getGameRules()->onPlayerDeath(); | 
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| [7044] | 418 |  | 
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| [7338] | 419 |       //     this->toList(OM_GROUP_05); | 
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 | 420 |       //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that | 
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| [7118] | 421 |       this->setAbsCoor(-2000.0, -2000.0, -2000.0); | 
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| [7078] | 422 |  | 
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| [7338] | 423 |       //explosion hack | 
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| [7118] | 424 |  | 
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 | 425 |     } | 
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 | 426 |     this->bDead = true; | 
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| [7072] | 427 |   } | 
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| [7044] | 428 | } | 
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 | 429 |  | 
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 | 430 |  | 
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| [6986] | 431 |  | 
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 | 432 |  | 
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 | 433 |  | 
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| [5896] | 434 | /** | 
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| [7346] | 435 |  * @brief add an event to the event list of events this Playable can capture | 
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| [5898] | 436 |  * @param eventType the Type of event to add | 
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| [5889] | 437 |  */ | 
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| [5896] | 438 | void Playable::registerEvent(int eventType) | 
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| [5889] | 439 | { | 
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 | 440 |   this->events.push_back(eventType); | 
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 | 441 |  | 
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| [5896] | 442 |   if (this->currentPlayer != NULL) | 
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| [7868] | 443 |     this->currentPlayer->subscribeEvent(ES_GAME, eventType); | 
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| [5889] | 444 | } | 
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 | 445 |  | 
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| [5896] | 446 | /** | 
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| [7339] | 447 |  * @brief remove an event to the event list this Playable can capture. | 
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| [5898] | 448 |  * @param event the event to unregister. | 
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| [5896] | 449 |  */ | 
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 | 450 | void Playable::unregisterEvent(int eventType) | 
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 | 451 | { | 
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| [7338] | 452 |   std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); | 
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 | 453 |   this->events.erase(rmEvent); | 
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| [5889] | 454 |  | 
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| [5896] | 455 |   if (this->currentPlayer != NULL) | 
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| [7868] | 456 |     this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); | 
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| [5896] | 457 | } | 
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| [5889] | 458 |  | 
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| [6804] | 459 | /** | 
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 | 460 |  * @brief ticks a Playable | 
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 | 461 |  * @param dt: the passed time since the last Tick | 
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 | 462 |  */ | 
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 | 463 | void Playable::tick(float dt) | 
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 | 464 | { | 
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| [7337] | 465 |   this->weaponMan.tick(dt); | 
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| [6804] | 466 |   if (this->bFire) | 
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| [7337] | 467 |     weaponMan.fire(); | 
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| [6804] | 468 | } | 
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| [5896] | 469 |  | 
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| [6804] | 470 |  | 
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 | 471 | /** | 
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 | 472 |  * @brief processes Playable events. | 
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 | 473 |  * @param event the Captured Event. | 
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 | 474 |  */ | 
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 | 475 | void Playable::process(const Event &event) | 
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 | 476 | { | 
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 | 477 |   if( event.type == KeyMapper::PEV_FIRE1) | 
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 | 478 |     this->bFire = event.bPressed; | 
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 | 479 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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 | 480 |   { | 
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 | 481 |     this->nextWeaponConfig(); | 
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 | 482 |   } | 
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 | 483 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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 | 484 |     this->previousWeaponConfig(); | 
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 | 485 | } | 
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 | 486 |  | 
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 | 487 |  | 
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| [6959] | 488 |  | 
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| [7346] | 489 | /** | 
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 | 490 |  * @brief converts a string into a Playable::Playmode. | 
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 | 491 |  * @param playmode the string naming the Playable::Playmode to convert. | 
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 | 492 |  * @returns the Playable::Playmode converted from playmode. | 
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 | 493 |  */ | 
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| [7339] | 494 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) | 
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 | 495 | { | 
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| [7412] | 496 |   if (playmode == Playable::playmodeNames[0]) | 
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| [7339] | 497 |     return Playable::Vertical; | 
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| [7412] | 498 |   if (playmode == Playable::playmodeNames[1]) | 
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| [7339] | 499 |     return Playable::Horizontal; | 
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| [7412] | 500 |   if (playmode == Playable::playmodeNames[2]) | 
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| [7339] | 501 |     return Playable::FromBehind; | 
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| [7412] | 502 |   if (playmode == Playable::playmodeNames[3]) | 
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| [7339] | 503 |     return Playable::Full3D; | 
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| [8055] | 504 |   if (playmode == Playable::playmodeNames[4]) | 
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 | 505 |     return Playable::FirstPerson; | 
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| [7339] | 506 |  | 
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 | 507 |   return Playable::Full3D; | 
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 | 508 | } | 
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 | 509 |  | 
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| [7346] | 510 |  | 
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 | 511 | /** | 
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 | 512 |  * @brief converts a playmode into a string. | 
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 | 513 |  * @param playmode the Playable::Playmode to convert. | 
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 | 514 |  * @returns the String. | 
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 | 515 |  */ | 
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| [7412] | 516 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) | 
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| [7339] | 517 | { | 
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 | 518 |   switch(playmode) | 
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 | 519 |   { | 
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 | 520 |     case Playable::Vertical: | 
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| [7412] | 521 |       return Playable::playmodeNames[0]; | 
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| [7339] | 522 |     case Playable::Horizontal: | 
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| [7412] | 523 |       return Playable::playmodeNames[1]; | 
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| [7339] | 524 |     case Playable::FromBehind: | 
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| [7412] | 525 |       return Playable::playmodeNames[2]; | 
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| [7339] | 526 |     case Playable::Full3D: | 
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| [7412] | 527 |       return Playable::playmodeNames[3]; | 
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| [8055] | 528 |     case Playable::FirstPerson: | 
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 | 529 |       return Playable::playmodeNames[4]; | 
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| [7339] | 530 |  | 
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 | 531 |     default: | 
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| [7412] | 532 |       return Playable::playmodeNames[3]; | 
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| [7339] | 533 |   } | 
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| [7412] | 534 | } | 
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| [7339] | 535 |  | 
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| [7412] | 536 | /** | 
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 | 537 |  * @brief PlaymodeNames | 
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 | 538 |  */ | 
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 | 539 | const std::string Playable::playmodeNames[] = | 
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 | 540 | { | 
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 | 541 |   "Vertical", | 
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 | 542 |   "Horizontal", | 
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 | 543 |   "FromBehind", | 
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| [8055] | 544 |   "Full3D", | 
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 | 545 |   "FirstPerson" | 
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| [7412] | 546 | }; | 
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