| 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 |  | 
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| 24 | #include "world_entities/projectiles/projectile.h" | 
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| 25 |  | 
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| 26 | #include "power_ups/weapon_power_up.h" | 
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| 27 | #include "power_ups/param_power_up.h" | 
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| 28 |  | 
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| 29 |  | 
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| 30 | Playable::Playable() | 
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| 31 | { | 
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| 32 |   this->setClassID(CL_PLAYABLE, "Playable"); | 
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| 33 |   PRINTF(4)("PLAYABLE INIT\n"); | 
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| 34 |  | 
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| 35 |   this->toList(OM_GROUP_01); | 
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| 36 |   this->weaponMan = new WeaponManager(this); | 
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| 37 |  | 
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| 38 |   // the reference to the Current Player is NULL, because we dont have one at the beginning. | 
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| 39 |   this->currentPlayer = NULL; | 
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| 40 |  | 
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| 41 |   this->bFire = false; | 
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| 42 |   this->oldFlags = 0; | 
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| 43 |  | 
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| 44 |   this->setSynchronized(true); | 
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| 45 | } | 
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| 46 |  | 
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| 47 |  | 
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| 48 |  | 
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| 49 | Playable::~Playable() | 
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| 50 | { | 
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| 51 |   delete this->weaponMan; | 
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| 52 |  | 
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| 53 |   if (this->currentPlayer) | 
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| 54 |   { | 
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| 55 |     PRINTF(2)("There is Still a Player subscribed to this Playable (%s::%s)\n", this->getClassName(), this->getName()); | 
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| 56 |  | 
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| 57 |   } | 
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| 58 | } | 
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| 59 |  | 
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| 60 |  | 
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| 61 | void Playable::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 62 | { | 
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| 63 |   this->weaponMan->addWeapon(weapon, configID, slotID); | 
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| 64 |  | 
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| 65 |   this->weaponConfigChanged(); | 
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| 66 | } | 
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| 67 |  | 
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| 68 |  | 
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| 69 | void Playable::removeWeapon(Weapon* weapon) | 
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| 70 | { | 
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| 71 |   this->weaponMan->removeWeapon(weapon); | 
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| 72 |  | 
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| 73 |     this->weaponConfigChanged(); | 
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| 74 | } | 
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| 75 |  | 
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| 76 |  | 
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| 77 | void Playable::nextWeaponConfig() | 
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| 78 | { | 
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| 79 |   this->weaponMan->nextWeaponConfig(); | 
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| 80 |     this->weaponConfigChanged(); | 
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| 81 | } | 
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| 82 |  | 
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| 83 |  | 
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| 84 | void Playable::previousWeaponConfig() | 
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| 85 | { | 
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| 86 |   this->weaponMan->previousWeaponConfig(); | 
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| 87 |     this->weaponConfigChanged(); | 
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| 88 | } | 
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| 89 |  | 
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| 90 |  | 
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| 91 | void Playable::weaponConfigChanged() | 
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| 92 | { | 
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| 93 |   if (this->currentPlayer != NULL) | 
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| 94 |     this->currentPlayer->weaponConfigChanged(); | 
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| 95 | } | 
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| 96 |  | 
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| 97 |  | 
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| 98 | /** | 
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| 99 |  * @brief helps us colliding Playables | 
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| 100 |  */ | 
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| 101 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 102 | { | 
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| 103 |   if (entity->isA(CL_PROJECTILE)) | 
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| 104 |     this->decreaseHealth(entity->getHealth()); | 
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| 105 |  | 
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| 106 |   // EXTREME HACK | 
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| 107 |   if (this->getHealth() == 0.0f) | 
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| 108 |     this->deactivateNode(); | 
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| 109 | } | 
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| 110 |  | 
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| 111 | /** | 
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| 112 |  * subscribe to all events the controllable needs | 
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| 113 |  * @param player the player that shall controll this Playable | 
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| 114 |  */ | 
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| 115 | bool Playable::subscribePlayer(Player* player) | 
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| 116 | { | 
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| 117 |   if (this->currentPlayer != NULL) | 
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| 118 |   { | 
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| 119 |     PRINTF(1)("Already registered Player:%s to this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName()); | 
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| 120 |     return false; | 
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| 121 |   } | 
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| 122 |   else | 
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| 123 |   { | 
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| 124 |     this->currentPlayer = player; | 
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| 125 |     /*EventHandler*/ | 
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| 126 |     EventHandler* evh = EventHandler::getInstance(); | 
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| 127 |     std::list<int>::iterator ev; | 
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| 128 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 129 |       evh->subscribe(player, ES_GAME, (*ev)); | 
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| 130 |     this->enter(); | 
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| 131 |     return true; | 
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| 132 |   } | 
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| 133 | } | 
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| 134 |  | 
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| 135 | /** | 
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| 136 |  * unsubscribe from all events the controllable needs | 
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| 137 |  * @param player the Player, that controlled this Ship. | 
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| 138 |  */ | 
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| 139 | bool Playable::unsubscribePlayer(Player* player) | 
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| 140 | { | 
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| 141 |   if (this->currentPlayer != player) | 
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| 142 |   { | 
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| 143 |     PRINTF(1)("not the right Player to unregister from this Playable (%s:%s)\n", this->currentPlayer->getName(), this->getClassName(), this->getName()); | 
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| 144 |     return false; | 
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| 145 |   } | 
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| 146 |  | 
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| 147 |   else | 
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| 148 |   { | 
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| 149 |     /*EventHandler*/ | 
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| 150 |     EventHandler* evh = EventHandler::getInstance(); | 
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| 151 |     std::list<int>::iterator ev; | 
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| 152 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 153 |       evh->unsubscribe( ES_GAME, (*ev)); | 
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| 154 |  | 
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| 155 |     this->leave(); | 
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| 156 |     this->currentPlayer = NULL; | 
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| 157 |     return true; | 
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| 158 |   } | 
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| 159 | } | 
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| 160 |  | 
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| 161 | bool Playable::pickup(PowerUp* powerUp) | 
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| 162 | { | 
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| 163 |   if(powerUp->isA(CL_WEAPON_POWER_UP)) { | 
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| 164 |     Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon(); | 
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| 165 |     WeaponManager* manager = this->getWeaponManager(); | 
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| 166 |     return manager->addWeapon(weapon); | 
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| 167 |   } | 
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| 168 |   else if(powerUp->isA(CL_PARAM_POWER_UP)) { | 
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| 169 |     ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); | 
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| 170 |     switch(ppu->getType()) { | 
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| 171 |       case POWERUP_PARAM_HEALTH: | 
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| 172 |         this->increaseHealth(ppu->getValue()); | 
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| 173 |         return true; | 
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| 174 |       case POWERUP_PARAM_MAX_HEALTH: | 
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| 175 |         this->increaseHealthMax(ppu->getValue()); | 
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| 176 |         return true; | 
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| 177 |     } | 
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| 178 |   } | 
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| 179 |   return false; | 
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| 180 | } | 
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| 181 |  | 
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| 182 | /** | 
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| 183 |  * add an event to the event list of events this Playable can capture | 
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| 184 |  * @param eventType the Type of event to add | 
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| 185 |  */ | 
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| 186 | void Playable::registerEvent(int eventType) | 
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| 187 | { | 
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| 188 |   this->events.push_back(eventType); | 
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| 189 |  | 
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| 190 |   if (this->currentPlayer != NULL) | 
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| 191 |     EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); | 
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| 192 | } | 
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| 193 |  | 
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| 194 | /** | 
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| 195 |  * remove an event to the event list this Playable can capture. | 
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| 196 |  * @param event the event to unregister. | 
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| 197 |  */ | 
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| 198 | void Playable::unregisterEvent(int eventType) | 
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| 199 | { | 
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| 200 |   this->events.remove(eventType); | 
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| 201 |  | 
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| 202 |   if (this->currentPlayer != NULL) | 
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| 203 |     EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); | 
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| 204 | } | 
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| 205 |  | 
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| 206 | /** | 
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| 207 |  * @brief ticks a Playable | 
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| 208 |  * @param dt: the passed time since the last Tick | 
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| 209 |  */ | 
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| 210 | void Playable::tick(float dt) | 
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| 211 | { | 
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| 212 |   this->weaponMan->tick(dt); | 
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| 213 |   if (this->bFire) | 
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| 214 |     weaponMan->fire(); | 
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| 215 | } | 
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| 216 |  | 
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| 217 |  | 
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| 218 | /** | 
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| 219 |  * @brief processes Playable events. | 
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| 220 |  * @param event the Captured Event. | 
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| 221 |  */ | 
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| 222 | void Playable::process(const Event &event) | 
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| 223 | { | 
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| 224 |   if( event.type == KeyMapper::PEV_FIRE1) | 
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| 225 |     this->bFire = event.bPressed; | 
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| 226 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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| 227 |   { | 
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| 228 |     this->nextWeaponConfig(); | 
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| 229 |   } | 
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| 230 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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| 231 |     this->previousWeaponConfig(); | 
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| 232 | } | 
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| 233 |  | 
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| 234 |  | 
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| 235 |  | 
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| 236 | void  Playable::attachCamera() | 
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| 237 | { | 
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| 238 |   State::getCamera()->setParentSoft(this); | 
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| 239 |   State::getCameraTarget()->setParentSoft(this); | 
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| 240 |  | 
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| 241 | } | 
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| 242 |  | 
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| 243 |  | 
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| 244 |  | 
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| 245 |  | 
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| 246 | void  Playable::detachCamera() | 
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| 247 | { | 
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| 248 | } | 
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| 249 |  | 
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| 250 | #define FLAGS_bFire   1 | 
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| 251 |  | 
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| 252 | int Playable::writeSync( const byte * data, int length, int sender ) | 
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| 253 | { | 
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| 254 |   SYNCHELP_READ_BEGIN(); | 
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| 255 |  | 
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| 256 |   byte flags; | 
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| 257 |  | 
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| 258 |   SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); | 
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| 259 |  | 
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| 260 |   bFire = (flags & FLAGS_bFire) != 0; | 
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| 261 |  | 
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| 262 |   return SYNCHELP_READ_N; | 
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| 263 | } | 
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| 264 |  | 
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| 265 | int Playable::readSync( byte * data, int maxLength ) | 
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| 266 | { | 
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| 267 |   SYNCHELP_WRITE_BEGIN(); | 
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| 268 |   byte flags = 0; | 
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| 269 |  | 
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| 270 |   if ( bFire ) | 
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| 271 |     flags |= FLAGS_bFire; | 
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| 272 |  | 
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| 273 |  | 
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| 274 |   SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); | 
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| 275 |   oldFlags = flags; | 
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| 276 |  | 
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| 277 |  | 
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| 278 |   return SYNCHELP_WRITE_N; | 
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| 279 | } | 
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| 280 |  | 
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| 281 | bool Playable::needsReadSync( ) | 
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| 282 | { | 
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| 283 |   byte flags = 0; | 
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| 284 |  | 
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| 285 |   if ( bFire ) | 
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| 286 |     flags |= FLAGS_bFire; | 
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| 287 |  | 
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| 288 |   return flags!=oldFlags; | 
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| 289 | } | 
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