| 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 |  | 
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| 19 | #include "weapons/weapon_manager.h" | 
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| 20 | #include "event_handler.h" | 
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| 21 | #include "player.h" | 
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| 22 | #include "state.h" | 
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| 23 | #include "load_param.h" | 
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| 24 |  | 
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| 25 | #include "world_entities/projectiles/projectile.h" | 
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| 26 |  | 
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| 27 | #include "power_ups/weapon_power_up.h" | 
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| 28 | #include "power_ups/param_power_up.h" | 
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| 29 |  | 
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| 30 | #include "game_rules.h" | 
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| 31 |  | 
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| 32 | #include "dot_emitter.h" | 
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| 33 | #include "sprite_particles.h" | 
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| 34 |  | 
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| 35 | #include "shared_network_data.h" | 
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| 36 |  | 
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| 37 | #include "effects/explosion.h" | 
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| 38 |  | 
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| 39 |  | 
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| 40 | Playable::Playable() | 
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| 41 | { | 
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| 42 |   this->setClassID(CL_PLAYABLE, "Playable"); | 
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| 43 |   PRINTF(4)("PLAYABLE INIT\n"); | 
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| 44 |  | 
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| 45 |   this->toList(OM_GROUP_01); | 
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| 46 |   this->weaponMan = new WeaponManager(this); | 
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| 47 |  | 
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| 48 |   // the reference to the Current Player is NULL, because we dont have one at the beginning. | 
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| 49 |   this->currentPlayer = NULL; | 
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| 50 |  | 
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| 51 |   this->bFire = false; | 
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| 52 |   this->oldFlags = 0; | 
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| 53 |  | 
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| 54 |   this->setSynchronized(true); | 
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| 55 |  | 
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| 56 |   this->score = 0; | 
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| 57 |   this->oldScore = 0; | 
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| 58 |  | 
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| 59 |   this->bDead = false; | 
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| 60 | } | 
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| 61 |  | 
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| 62 |  | 
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| 63 |  | 
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| 64 | Playable::~Playable() | 
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| 65 | { | 
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| 66 |   delete this->weaponMan; | 
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| 67 |  | 
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| 68 |   // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH | 
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| 69 |   // this->setPlayer(NULL); | 
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| 70 |   // IN ITS DESTRUCTOR. | 
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| 71 |   assert(this->currentPlayer == NULL); | 
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| 72 | } | 
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| 73 |  | 
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| 74 |  | 
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| 75 | void Playable::loadParams(const TiXmlElement* root) | 
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| 76 | { | 
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| 77 |   WorldEntity::loadParams(root); | 
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| 78 |  | 
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| 79 |   LoadParam(root, "abs-dir", this, Playable, setAbsDirPlay); | 
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| 80 | } | 
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| 81 |  | 
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| 82 | void Playable::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 83 | { | 
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| 84 |   this->weaponMan->addWeapon(weapon, configID, slotID); | 
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| 85 |  | 
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| 86 |   this->weaponConfigChanged(); | 
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| 87 | } | 
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| 88 |  | 
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| 89 |  | 
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| 90 | void Playable::removeWeapon(Weapon* weapon) | 
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| 91 | { | 
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| 92 |   this->weaponMan->removeWeapon(weapon); | 
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| 93 |  | 
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| 94 |     this->weaponConfigChanged(); | 
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| 95 | } | 
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| 96 |  | 
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| 97 |  | 
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| 98 | void Playable::nextWeaponConfig() | 
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| 99 | { | 
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| 100 |   this->weaponMan->nextWeaponConfig(); | 
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| 101 |     this->weaponConfigChanged(); | 
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| 102 | } | 
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| 103 |  | 
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| 104 |  | 
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| 105 | void Playable::previousWeaponConfig() | 
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| 106 | { | 
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| 107 |   this->weaponMan->previousWeaponConfig(); | 
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| 108 |     this->weaponConfigChanged(); | 
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| 109 | } | 
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| 110 |  | 
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| 111 |  | 
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| 112 | void Playable::weaponConfigChanged() | 
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| 113 | { | 
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| 114 |   if (this->currentPlayer != NULL) | 
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| 115 |     this->currentPlayer->weaponConfigChanged(); | 
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| 116 | } | 
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| 117 |  | 
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| 118 |  | 
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| 119 | /** | 
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| 120 |  * @brief helps us colliding Playables | 
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| 121 |  */ | 
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| 122 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 123 | { | 
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| 124 |   if (entity == collider) | 
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| 125 |     return; | 
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| 126 |   collider = entity; | 
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| 127 |  | 
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| 128 |   if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) | 
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| 129 |   { | 
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| 130 |     this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); | 
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| 131 |     // EXTREME HACK | 
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| 132 |     if (this->getHealth() <= 0.0f) | 
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| 133 |     { | 
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| 134 |       this->die(); | 
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| 135 |     } | 
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| 136 |   } | 
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| 137 | } | 
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| 138 |  | 
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| 139 |  | 
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| 140 | void Playable::respawn() | 
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| 141 | { | 
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| 142 |   PRINTF(0)("Playable respawn\n"); | 
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| 143 |   // only if this is the spaceship of the player | 
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| 144 |   if( this == State::getPlayer()->getPlayable()) | 
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| 145 |     State::getGameRules()->onPlayerSpawn(); | 
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| 146 |  | 
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| 147 |  | 
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| 148 |   if( this->getOwner() % 2 == 0) | 
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| 149 |   { | 
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| 150 | //     this->toList(OM_GROUP_00); | 
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| 151 |     this->setAbsCoor(213.37, 57.71, -47.98); | 
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| 152 |     this->setAbsDir(0, 0, 1, 0); | 
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| 153 |   } | 
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| 154 |   else | 
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| 155 |   { // red team | 
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| 156 | //     this->toList(OM_GROUP_01); | 
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| 157 |     this->setAbsCoor(-314.450, 40.701, 83.554); | 
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| 158 |     this->setAbsDir(1.0, -0.015, -0.012, 0.011); | 
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| 159 |   } | 
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| 160 |   this->reset(); | 
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| 161 |   this->bDead = false; | 
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| 162 | } | 
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| 163 |  | 
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| 164 |  | 
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| 165 |  | 
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| 166 | void Playable::die() | 
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| 167 | { | 
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| 168 |   Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); | 
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| 169 |  | 
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| 170 |  | 
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| 171 |   if( !this->bDead) | 
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| 172 |   { | 
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| 173 |     PRINTF(0)("Playable dies\n"); | 
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| 174 |   // only if this is the spaceship of the player | 
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| 175 |     if (State::isOnline()) | 
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| 176 |     { | 
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| 177 |       if( this == State::getPlayer()->getPlayable()) | 
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| 178 |         State::getGameRules()->onPlayerDeath(); | 
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| 179 |  | 
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| 180 | //     this->toList(OM_GROUP_05); | 
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| 181 |   //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that | 
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| 182 |       this->setAbsCoor(-2000.0, -2000.0, -2000.0); | 
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| 183 |  | 
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| 184 |   //explosion hack | 
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| 185 |  | 
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| 186 |     } | 
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| 187 |     this->bDead = true; | 
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| 188 |   } | 
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| 189 | } | 
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| 190 |  | 
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| 191 |  | 
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| 192 | /** | 
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| 193 |  * subscribe to all events the controllable needs | 
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| 194 |  * @param player the player that shall controll this Playable | 
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| 195 |  */ | 
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| 196 | bool Playable::setPlayer(Player* player) | 
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| 197 | { | 
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| 198 |   // if we already have a Player inside do nothing | 
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| 199 |   if (this->currentPlayer != NULL && player != NULL) | 
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| 200 |   { | 
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| 201 |     return false; | 
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| 202 |   } | 
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| 203 |  | 
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| 204 |   // eject the Player if player == NULL | 
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| 205 |   if (this->currentPlayer != NULL && player == NULL) | 
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| 206 |   { | 
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| 207 |     PRINTF(4)("Player gets ejected\n"); | 
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| 208 |  | 
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| 209 |     // unsubscibe all events. | 
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| 210 |     EventHandler* evh = EventHandler::getInstance(); | 
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| 211 |     std::list<int>::iterator ev; | 
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| 212 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 213 |       evh->unsubscribe( ES_GAME, (*ev)); | 
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| 214 |  | 
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| 215 |     // leave the entity | 
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| 216 |     this->leave(); | 
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| 217 |  | 
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| 218 |     // eject the current Player. | 
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| 219 |     Player* ejectPlayer = this->currentPlayer; | 
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| 220 |     this->currentPlayer = NULL; | 
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| 221 |     // eject the Player. | 
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| 222 |     ejectPlayer->setPlayable(NULL); | 
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| 223 |  | 
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| 224 |     return true; | 
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| 225 |   } | 
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| 226 |  | 
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| 227 |   // get the new Player inside | 
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| 228 |   if (this->currentPlayer == NULL && player != NULL) | 
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| 229 |   { | 
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| 230 |     PRINTF(4)("New Player gets inside\n"); | 
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| 231 |     this->currentPlayer = player; | 
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| 232 |     if (this->currentPlayer->getPlayable() != this) | 
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| 233 |       this->currentPlayer->setPlayable(this); | 
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| 234 |  | 
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| 235 |     /*EventHandler*/ | 
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| 236 |     EventHandler* evh = EventHandler::getInstance(); | 
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| 237 |     std::list<int>::iterator ev; | 
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| 238 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 239 |       evh->subscribe(player, ES_GAME, (*ev)); | 
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| 240 |  | 
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| 241 |     this->enter(); | 
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| 242 |     return true; | 
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| 243 |   } | 
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| 244 |  | 
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| 245 |   return false; | 
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| 246 | } | 
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| 247 |  | 
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| 248 |  | 
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| 249 | bool Playable::pickup(PowerUp* powerUp) | 
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| 250 | { | 
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| 251 |   if(powerUp->isA(CL_WEAPON_POWER_UP)) { | 
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| 252 |     return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager()); | 
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| 253 |   } | 
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| 254 |   else if(powerUp->isA(CL_PARAM_POWER_UP)) { | 
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| 255 |     ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); | 
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| 256 |     switch(ppu->getType()) { | 
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| 257 |       case POWERUP_PARAM_HEALTH: | 
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| 258 |         this->increaseHealth(ppu->getValue()); | 
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| 259 |         return true; | 
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| 260 |       case POWERUP_PARAM_MAX_HEALTH: | 
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| 261 |         this->increaseHealthMax(ppu->getValue()); | 
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| 262 |         return true; | 
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| 263 |     } | 
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| 264 |   } | 
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| 265 |   return false; | 
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| 266 | } | 
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| 267 |  | 
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| 268 | /** | 
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| 269 |  * add an event to the event list of events this Playable can capture | 
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| 270 |  * @param eventType the Type of event to add | 
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| 271 |  */ | 
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| 272 | void Playable::registerEvent(int eventType) | 
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| 273 | { | 
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| 274 |   this->events.push_back(eventType); | 
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| 275 |  | 
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| 276 |   if (this->currentPlayer != NULL) | 
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| 277 |     EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); | 
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| 278 | } | 
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| 279 |  | 
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| 280 | /** | 
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| 281 |  * remove an event to the event list this Playable can capture. | 
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| 282 |  * @param event the event to unregister. | 
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| 283 |  */ | 
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| 284 | void Playable::unregisterEvent(int eventType) | 
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| 285 | { | 
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| 286 |   this->events.remove(eventType); | 
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| 287 |  | 
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| 288 |   if (this->currentPlayer != NULL) | 
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| 289 |     EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); | 
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| 290 | } | 
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| 291 |  | 
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| 292 | /** | 
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| 293 |  * @brief ticks a Playable | 
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| 294 |  * @param dt: the passed time since the last Tick | 
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| 295 |  */ | 
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| 296 | void Playable::tick(float dt) | 
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| 297 | { | 
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| 298 |   this->weaponMan->tick(dt); | 
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| 299 |   if (this->bFire) | 
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| 300 |     weaponMan->fire(); | 
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| 301 | } | 
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| 302 |  | 
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| 303 |  | 
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| 304 | /** | 
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| 305 |  * @brief processes Playable events. | 
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| 306 |  * @param event the Captured Event. | 
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| 307 |  */ | 
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| 308 | void Playable::process(const Event &event) | 
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| 309 | { | 
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| 310 |   if( event.type == KeyMapper::PEV_FIRE1) | 
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| 311 |     this->bFire = event.bPressed; | 
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| 312 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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| 313 |   { | 
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| 314 |     this->nextWeaponConfig(); | 
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| 315 |   } | 
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| 316 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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| 317 |     this->previousWeaponConfig(); | 
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| 318 | } | 
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| 319 |  | 
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| 320 |  | 
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| 321 |  | 
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| 322 | void  Playable::attachCamera() | 
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| 323 | { | 
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| 324 |   State::getCameraNode()->setParentSoft(this); | 
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| 325 |   State::getCameraTargetNode()->setParentSoft(this); | 
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| 326 |  | 
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| 327 | } | 
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| 328 |  | 
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| 329 |  | 
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| 330 |  | 
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| 331 |  | 
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| 332 | void  Playable::detachCamera() | 
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| 333 | { | 
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| 334 | } | 
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| 335 |  | 
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| 336 | #define DATA_FLAGS    1 | 
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| 337 | #define DATA_SCORE    2 | 
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| 338 |  | 
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| 339 | #define FLAGS_bFire   1 | 
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| 340 |  | 
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| 341 | int Playable::writeSync( const byte * data, int length, int sender ) | 
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| 342 | { | 
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| 343 |   SYNCHELP_READ_BEGIN(); | 
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| 344 |  | 
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| 345 |   byte b; | 
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| 346 |   SYNCHELP_READ_BYTE( b, NWT_PL_B ); | 
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| 347 |  | 
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| 348 |   byte flags; | 
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| 349 |  | 
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| 350 |   if ( b == DATA_FLAGS ) | 
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| 351 |   { | 
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| 352 |     SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); | 
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| 353 |  | 
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| 354 |     bFire = (flags & FLAGS_bFire) != 0; | 
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| 355 |  | 
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| 356 |     return SYNCHELP_READ_N; | 
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| 357 |   } | 
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| 358 |  | 
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| 359 |   if ( b == DATA_SCORE ) | 
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| 360 |   { | 
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| 361 |     int newScore; | 
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| 362 |     SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE ); | 
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| 363 |     setScore( newScore ); | 
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| 364 |  | 
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| 365 |     return SYNCHELP_READ_N; | 
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| 366 |   } | 
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| 367 |  | 
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| 368 |   return SYNCHELP_READ_N; | 
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| 369 | } | 
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| 370 |  | 
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| 371 | int Playable::readSync( byte * data, int maxLength ) | 
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| 372 | { | 
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| 373 |   SYNCHELP_WRITE_BEGIN(); | 
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| 374 |  | 
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| 375 |   if ( score != oldScore && isServer() ) | 
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| 376 |   { | 
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| 377 |     SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B); | 
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| 378 |     SYNCHELP_WRITE_INT( score, NWT_PL_SCORE ); | 
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| 379 |     oldScore = score; | 
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| 380 |  | 
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| 381 |     return SYNCHELP_WRITE_N; | 
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| 382 |   } | 
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| 383 |  | 
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| 384 |   byte flags = 0; | 
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| 385 |  | 
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| 386 |   if ( bFire ) | 
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| 387 |     flags |= FLAGS_bFire; | 
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| 388 |  | 
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| 389 |  | 
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| 390 |   SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B); | 
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| 391 |   SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); | 
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| 392 |   oldFlags = flags; | 
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| 393 |  | 
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| 394 |  | 
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| 395 |   return SYNCHELP_WRITE_N; | 
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| 396 | } | 
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| 397 |  | 
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| 398 | bool Playable::needsReadSync( ) | 
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| 399 | { | 
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| 400 |   if ( score != oldScore && isServer() ) | 
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| 401 |     return true; | 
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| 402 |  | 
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| 403 |   byte flags = 0; | 
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| 404 |  | 
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| 405 |   if ( bFire ) | 
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| 406 |     flags |= FLAGS_bFire; | 
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| 407 |  | 
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| 408 |   return flags!=oldFlags; | 
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| 409 | } | 
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