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source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 7072

Last change on this file since 7072 was 7072, checked in by bensch, 18 years ago

collision stuff

File size: 8.4 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 == collider)
128    return;
129  collider = entity;
130
131  if (entity->isA(CL_PROJECTILE))
132  {
133    this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX);
134    // EXTREME HACK
135    if (this->getHealth() <= 0.0f)
136    {
137      this->die();
138    }
139  }
140}
141
142
143void Playable::respawn()
144{
145  PRINTF(0)("Playable respawn\n");
146  // only if this is the spaceship of the player
147  if( this == State::getPlayer()->getPlayable())
148    State::getGameRules()->onPlayerSpawn();
149
150  this->setAbsCoor(0.0, 0.0, 0.0);
151
152  if( this->getOwner()%2 == 0)
153    this->toList(OM_GROUP_00);
154  else
155    this->toList(OM_GROUP_01);
156}
157
158
159void Playable::die()
160{
161  PRINTF(0)("Playable dies\n");
162  // only if this is the spaceship of the player
163  if (State::isOnline())
164  {
165  if( this == State::getPlayer()->getPlayable())
166    State::getGameRules()->onPlayerDeath();
167
168  this->toList(OM_DEAD);
169  //.HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
170  this->setAbsCoor(-2000.0, -2000.0, -2000.0);
171
172  //explosion hack
173  this->emitter->setSystem(explosionParticles);
174  this->setAbsCoor(0, 0, 0);
175  this->emitter->setSystem(NULL);
176  }
177}
178
179
180/**
181 * subscribe to all events the controllable needs
182 * @param player the player that shall controll this Playable
183 */
184bool Playable::setPlayer(Player* player)
185{
186  // if we already have a Player inside do nothing
187  if (this->currentPlayer != NULL && player != NULL)
188  {
189    return false;
190  }
191
192  // eject the Player if player == NULL
193  if (this->currentPlayer != NULL && player == NULL)
194  {
195    PRINTF(4)("Player gets ejected\n");
196
197    // unsubscibe all events.
198    EventHandler* evh = EventHandler::getInstance();
199    std::list<int>::iterator ev;
200    for (ev = this->events.begin(); ev != events.end(); ev++)
201      evh->unsubscribe( ES_GAME, (*ev));
202
203    // leave the entity
204    this->leave();
205
206    // eject the current Player.
207    Player* ejectPlayer = this->currentPlayer;
208    this->currentPlayer = NULL;
209    // eject the Player.
210    ejectPlayer->setPlayable(NULL);
211
212    return true;
213  }
214
215  // get the new Player inside
216  if (this->currentPlayer == NULL && player != NULL)
217  {
218    PRINTF(4)("New Player gets inside\n");
219    this->currentPlayer = player;
220    if (this->currentPlayer->getPlayable() != this)
221      this->currentPlayer->setPlayable(this);
222
223    /*EventHandler*/
224    EventHandler* evh = EventHandler::getInstance();
225    std::list<int>::iterator ev;
226    for (ev = this->events.begin(); ev != events.end(); ev++)
227      evh->subscribe(player, ES_GAME, (*ev));
228
229    this->enter();
230    return true;
231  }
232
233  return false;
234}
235
236
237bool Playable::pickup(PowerUp* powerUp)
238{
239  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
240    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager());
241  }
242  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
243    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
244    switch(ppu->getType()) {
245      case POWERUP_PARAM_HEALTH:
246        this->increaseHealth(ppu->getValue());
247        return true;
248      case POWERUP_PARAM_MAX_HEALTH:
249        this->increaseHealthMax(ppu->getValue());
250        return true;
251    }
252  }
253  return false;
254}
255
256/**
257 * add an event to the event list of events this Playable can capture
258 * @param eventType the Type of event to add
259 */
260void Playable::registerEvent(int eventType)
261{
262  this->events.push_back(eventType);
263
264  if (this->currentPlayer != NULL)
265    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
266}
267
268/**
269 * remove an event to the event list this Playable can capture.
270 * @param event the event to unregister.
271 */
272void Playable::unregisterEvent(int eventType)
273{
274  this->events.remove(eventType);
275
276  if (this->currentPlayer != NULL)
277    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
278}
279
280/**
281 * @brief ticks a Playable
282 * @param dt: the passed time since the last Tick
283 */
284void Playable::tick(float dt)
285{
286  this->weaponMan->tick(dt);
287  if (this->bFire)
288    weaponMan->fire();
289}
290
291
292/**
293 * @brief processes Playable events.
294 * @param event the Captured Event.
295 */
296void Playable::process(const Event &event)
297{
298  if( event.type == KeyMapper::PEV_FIRE1)
299    this->bFire = event.bPressed;
300  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
301  {
302    this->nextWeaponConfig();
303  }
304  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
305    this->previousWeaponConfig();
306}
307
308
309
310void  Playable::attachCamera()
311{
312  State::getCameraNode()->setParentSoft(this);
313  State::getCameraTargetNode()->setParentSoft(this);
314
315}
316
317
318
319
320void  Playable::detachCamera()
321{
322}
323
324#define DATA_FLAGS    1
325#define DATA_SCORE    2
326
327#define FLAGS_bFire   1
328
329int Playable::writeSync( const byte * data, int length, int sender )
330{
331  SYNCHELP_READ_BEGIN();
332
333  byte b;
334  SYNCHELP_READ_BYTE( b, NWT_PL_B );
335
336  byte flags;
337
338  if ( b == DATA_FLAGS )
339  {
340    SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS );
341
342    bFire = (flags & FLAGS_bFire) != 0;
343
344    return SYNCHELP_READ_N;
345  }
346
347  if ( b == DATA_SCORE )
348  {
349    int newScore;
350    SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE );
351    setScore( newScore );
352
353    return SYNCHELP_READ_N;
354  }
355
356  return SYNCHELP_READ_N;
357}
358
359int Playable::readSync( byte * data, int maxLength )
360{
361  SYNCHELP_WRITE_BEGIN();
362
363  if ( score != oldScore && isServer() )
364  {
365    SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B);
366    SYNCHELP_WRITE_INT( score, NWT_PL_SCORE );
367    oldScore = score;
368
369    return SYNCHELP_WRITE_N;
370  }
371
372  byte flags = 0;
373
374  if ( bFire )
375    flags |= FLAGS_bFire;
376
377
378  SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B);
379  SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS );
380  oldFlags = flags;
381
382
383  return SYNCHELP_WRITE_N;
384}
385
386bool Playable::needsReadSync( )
387{
388  if ( score != oldScore && isServer() )
389    return true;
390
391  byte flags = 0;
392
393  if ( bFire )
394    flags |= FLAGS_bFire;
395
396  return flags!=oldFlags;
397}
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