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source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 7044

Last change on this file since 7044 was 7044, checked in by patrick, 18 years ago

trunk: death screen now works

File size: 8.3 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Silvan Nellen
13   co-programmer: Benjamin Knecht
14*/
15
16
17#include "playable.h"
18
19#include "weapons/weapon_manager.h"
20#include "event_handler.h"
21#include "player.h"
22#include "state.h"
23
24#include "world_entities/projectiles/projectile.h"
25
26#include "power_ups/weapon_power_up.h"
27#include "power_ups/param_power_up.h"
28
29#include "game_rules.h"
30
31#include "dot_emitter.h"
32#include "sprite_particles.h"
33
34
35Playable::Playable()
36{
37  this->setClassID(CL_PLAYABLE, "Playable");
38  PRINTF(4)("PLAYABLE INIT\n");
39
40  this->toList(OM_GROUP_01);
41  this->weaponMan = new WeaponManager(this);
42
43  // the reference to the Current Player is NULL, because we dont have one at the beginning.
44  this->currentPlayer = NULL;
45
46  this->bFire = false;
47  this->oldFlags = 0;
48
49  this->setSynchronized(true);
50
51  this->score = 0;
52  this->oldScore = 0;
53
54
55  this->emitter = new DotEmitter(100, 5, M_2_PI);
56  this->emitter->setParent(this);
57  this->emitter->setSpread(M_PI, M_PI);
58  this->emitter->setEmissionRate(300.0);
59  this->emitter->setEmissionVelocity(50.0);
60
61  this->explosionParticles = new SpriteParticles(1000);
62  this->explosionParticles->setName("LaserExplosionParticles");
63  this->explosionParticles->setLifeSpan(.5, .3);
64  this->explosionParticles->setRadius(0.0, 10.0);
65  this->explosionParticles->setRadius(.5, 6.0);
66  this->explosionParticles->setRadius(1.0, 3.0);
67  this->explosionParticles->setColor(0.0, 1,1,0,.9);
68  this->explosionParticles->setColor(0.5, .8,.8,0,.5);
69  this->explosionParticles->setColor(1.0, .8,.8,.7,.0);
70}
71
72
73
74Playable::~Playable()
75{
76  delete this->weaponMan;
77
78  // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH
79  // this->setPlayer(NULL);
80  // IN ITS DESTRUCTOR.
81  assert(this->currentPlayer == NULL);
82}
83
84
85void Playable::addWeapon(Weapon* weapon, int configID, int slotID)
86{
87  this->weaponMan->addWeapon(weapon, configID, slotID);
88
89  this->weaponConfigChanged();
90}
91
92
93void Playable::removeWeapon(Weapon* weapon)
94{
95  this->weaponMan->removeWeapon(weapon);
96
97    this->weaponConfigChanged();
98}
99
100
101void Playable::nextWeaponConfig()
102{
103  this->weaponMan->nextWeaponConfig();
104    this->weaponConfigChanged();
105}
106
107
108void Playable::previousWeaponConfig()
109{
110  this->weaponMan->previousWeaponConfig();
111    this->weaponConfigChanged();
112}
113
114
115void Playable::weaponConfigChanged()
116{
117  if (this->currentPlayer != NULL)
118    this->currentPlayer->weaponConfigChanged();
119}
120
121
122/**
123 * @brief helps us colliding Playables
124 */
125void Playable::collidesWith(WorldEntity* entity, const Vector& location)
126{
127  if (entity->isA(CL_PROJECTILE) && !State::isOnline() )
128  {
129    this->decreaseHealth(entity->getHealth());
130    // EXTREME HACK
131    if (this->getHealth() == 0.0f)
132    {
133      this->die();
134    }
135  }
136}
137
138
139void Playable::respawn()
140{
141  PRINTF(0)("Playable respawn\n");
142  // only if this is the spaceship of the player
143  if( this == State::getPlayer()->getPlayable())
144    State::getGameRules()->onPlayerSpawn();
145
146  this->setAbsCoor(0.0, 0.0, 0.0);
147
148  if( this->getOwner()%2 == 0)
149    this->toList(OM_GROUP_00);
150  else
151    this->toList(OM_GROUP_01);
152}
153
154
155void Playable::die()
156{
157  PRINTF(0)("Playable dies\n");
158  // only if this is the spaceship of the player
159  if( this == State::getPlayer()->getPlayable())
160    State::getGameRules()->onPlayerDeath();
161
162  this->toList(OM_DEAD);
163  //.HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
164  this->setAbsCoor(-2000.0, -2000.0, -2000.0);
165
166  //explosion hack
167  this->emitter->setSystem(explosionParticles);
168  this->setAbsCoor(0, 0, 0);
169  this->emitter->setSystem(NULL);
170}
171
172
173/**
174 * subscribe to all events the controllable needs
175 * @param player the player that shall controll this Playable
176 */
177bool Playable::setPlayer(Player* player)
178{
179  // if we already have a Player inside do nothing
180  if (this->currentPlayer != NULL && player != NULL)
181  {
182    return false;
183  }
184
185  // eject the Player if player == NULL
186  if (this->currentPlayer != NULL && player == NULL)
187  {
188    PRINTF(4)("Player gets ejected\n");
189
190    // unsubscibe all events.
191    EventHandler* evh = EventHandler::getInstance();
192    std::list<int>::iterator ev;
193    for (ev = this->events.begin(); ev != events.end(); ev++)
194      evh->unsubscribe( ES_GAME, (*ev));
195
196    // leave the entity
197    this->leave();
198
199    // eject the current Player.
200    Player* ejectPlayer = this->currentPlayer;
201    this->currentPlayer = NULL;
202    // eject the Player.
203    ejectPlayer->setPlayable(NULL);
204
205    return true;
206  }
207
208  // get the new Player inside
209  if (this->currentPlayer == NULL && player != NULL)
210  {
211    PRINTF(4)("New Player gets inside\n");
212    this->currentPlayer = player;
213    if (this->currentPlayer->getPlayable() != this)
214      this->currentPlayer->setPlayable(this);
215
216    /*EventHandler*/
217    EventHandler* evh = EventHandler::getInstance();
218    std::list<int>::iterator ev;
219    for (ev = this->events.begin(); ev != events.end(); ev++)
220      evh->subscribe(player, ES_GAME, (*ev));
221
222    this->enter();
223    return true;
224  }
225
226  return false;
227}
228
229
230bool Playable::pickup(PowerUp* powerUp)
231{
232  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
233    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager());
234  }
235  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
236    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
237    switch(ppu->getType()) {
238      case POWERUP_PARAM_HEALTH:
239        this->increaseHealth(ppu->getValue());
240        return true;
241      case POWERUP_PARAM_MAX_HEALTH:
242        this->increaseHealthMax(ppu->getValue());
243        return true;
244    }
245  }
246  return false;
247}
248
249/**
250 * add an event to the event list of events this Playable can capture
251 * @param eventType the Type of event to add
252 */
253void Playable::registerEvent(int eventType)
254{
255  this->events.push_back(eventType);
256
257  if (this->currentPlayer != NULL)
258    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
259}
260
261/**
262 * remove an event to the event list this Playable can capture.
263 * @param event the event to unregister.
264 */
265void Playable::unregisterEvent(int eventType)
266{
267  this->events.remove(eventType);
268
269  if (this->currentPlayer != NULL)
270    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
271}
272
273/**
274 * @brief ticks a Playable
275 * @param dt: the passed time since the last Tick
276 */
277void Playable::tick(float dt)
278{
279  this->weaponMan->tick(dt);
280  if (this->bFire)
281    weaponMan->fire();
282}
283
284
285/**
286 * @brief processes Playable events.
287 * @param event the Captured Event.
288 */
289void Playable::process(const Event &event)
290{
291  if( event.type == KeyMapper::PEV_FIRE1)
292    this->bFire = event.bPressed;
293  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
294  {
295    this->nextWeaponConfig();
296  }
297  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
298    this->previousWeaponConfig();
299}
300
301
302
303void  Playable::attachCamera()
304{
305  State::getCameraNode()->setParentSoft(this);
306  State::getCameraTargetNode()->setParentSoft(this);
307
308}
309
310
311
312
313void  Playable::detachCamera()
314{
315}
316
317#define DATA_FLAGS    1
318#define DATA_SCORE    2
319
320#define FLAGS_bFire   1
321
322int Playable::writeSync( const byte * data, int length, int sender )
323{
324  SYNCHELP_READ_BEGIN();
325
326  byte b;
327  SYNCHELP_READ_BYTE( b, NWT_PL_B );
328
329  byte flags;
330
331  if ( b == DATA_FLAGS )
332  {
333    SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS );
334
335    bFire = (flags & FLAGS_bFire) != 0;
336
337    return SYNCHELP_READ_N;
338  }
339
340  if ( b == DATA_SCORE )
341  {
342    int newScore;
343    SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE );
344    setScore( newScore );
345
346    return SYNCHELP_READ_N;
347  }
348
349  return SYNCHELP_READ_N;
350}
351
352int Playable::readSync( byte * data, int maxLength )
353{
354  SYNCHELP_WRITE_BEGIN();
355
356  if ( score != oldScore && isServer() )
357  {
358    SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B);
359    SYNCHELP_WRITE_INT( score, NWT_PL_SCORE );
360    oldScore = score;
361
362    return SYNCHELP_WRITE_N;
363  }
364
365  byte flags = 0;
366
367  if ( bFire )
368    flags |= FLAGS_bFire;
369
370
371  SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B);
372  SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS );
373  oldFlags = flags;
374
375
376  return SYNCHELP_WRITE_N;
377}
378
379bool Playable::needsReadSync( )
380{
381  if ( score != oldScore && isServer() )
382    return true;
383
384  byte flags = 0;
385
386  if ( bFire )
387    flags |= FLAGS_bFire;
388
389  return flags!=oldFlags;
390}
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