Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 7078

Last change on this file since 7078 was 7078, checked in by patrick, 18 years ago

trunk: player group handling

File size: 8.4 KB
Line 
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
169    this->toList(OM_DEAD);
170  //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
171    this->setAbsCoor(-2000.0, -2000.0, -2000.0);
172
173  //explosion hack
174    this->emitter->setSystem(explosionParticles);
175    this->setAbsCoor(0, 0, 0);
176    this->emitter->setSystem(NULL);
177  }
178}
179
180
181/**
182 * subscribe to all events the controllable needs
183 * @param player the player that shall controll this Playable
184 */
185bool Playable::setPlayer(Player* player)
186{
187  // if we already have a Player inside do nothing
188  if (this->currentPlayer != NULL && player != NULL)
189  {
190    return false;
191  }
192
193  // eject the Player if player == NULL
194  if (this->currentPlayer != NULL && player == NULL)
195  {
196    PRINTF(4)("Player gets ejected\n");
197
198    // unsubscibe all events.
199    EventHandler* evh = EventHandler::getInstance();
200    std::list<int>::iterator ev;
201    for (ev = this->events.begin(); ev != events.end(); ev++)
202      evh->unsubscribe( ES_GAME, (*ev));
203
204    // leave the entity
205    this->leave();
206
207    // eject the current Player.
208    Player* ejectPlayer = this->currentPlayer;
209    this->currentPlayer = NULL;
210    // eject the Player.
211    ejectPlayer->setPlayable(NULL);
212
213    return true;
214  }
215
216  // get the new Player inside
217  if (this->currentPlayer == NULL && player != NULL)
218  {
219    PRINTF(4)("New Player gets inside\n");
220    this->currentPlayer = player;
221    if (this->currentPlayer->getPlayable() != this)
222      this->currentPlayer->setPlayable(this);
223
224    /*EventHandler*/
225    EventHandler* evh = EventHandler::getInstance();
226    std::list<int>::iterator ev;
227    for (ev = this->events.begin(); ev != events.end(); ev++)
228      evh->subscribe(player, ES_GAME, (*ev));
229
230    this->enter();
231    return true;
232  }
233
234  return false;
235}
236
237
238bool Playable::pickup(PowerUp* powerUp)
239{
240  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
241    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager());
242  }
243  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
244    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
245    switch(ppu->getType()) {
246      case POWERUP_PARAM_HEALTH:
247        this->increaseHealth(ppu->getValue());
248        return true;
249      case POWERUP_PARAM_MAX_HEALTH:
250        this->increaseHealthMax(ppu->getValue());
251        return true;
252    }
253  }
254  return false;
255}
256
257/**
258 * add an event to the event list of events this Playable can capture
259 * @param eventType the Type of event to add
260 */
261void Playable::registerEvent(int eventType)
262{
263  this->events.push_back(eventType);
264
265  if (this->currentPlayer != NULL)
266    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
267}
268
269/**
270 * remove an event to the event list this Playable can capture.
271 * @param event the event to unregister.
272 */
273void Playable::unregisterEvent(int eventType)
274{
275  this->events.remove(eventType);
276
277  if (this->currentPlayer != NULL)
278    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
279}
280
281/**
282 * @brief ticks a Playable
283 * @param dt: the passed time since the last Tick
284 */
285void Playable::tick(float dt)
286{
287  this->weaponMan->tick(dt);
288  if (this->bFire)
289    weaponMan->fire();
290}
291
292
293/**
294 * @brief processes Playable events.
295 * @param event the Captured Event.
296 */
297void Playable::process(const Event &event)
298{
299  if( event.type == KeyMapper::PEV_FIRE1)
300    this->bFire = event.bPressed;
301  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
302  {
303    this->nextWeaponConfig();
304  }
305  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
306    this->previousWeaponConfig();
307}
308
309
310
311void  Playable::attachCamera()
312{
313  State::getCameraNode()->setParentSoft(this);
314  State::getCameraTargetNode()->setParentSoft(this);
315
316}
317
318
319
320
321void  Playable::detachCamera()
322{
323}
324
325#define DATA_FLAGS    1
326#define DATA_SCORE    2
327
328#define FLAGS_bFire   1
329
330int Playable::writeSync( const byte * data, int length, int sender )
331{
332  SYNCHELP_READ_BEGIN();
333
334  byte b;
335  SYNCHELP_READ_BYTE( b, NWT_PL_B );
336
337  byte flags;
338
339  if ( b == DATA_FLAGS )
340  {
341    SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS );
342
343    bFire = (flags & FLAGS_bFire) != 0;
344
345    return SYNCHELP_READ_N;
346  }
347
348  if ( b == DATA_SCORE )
349  {
350    int newScore;
351    SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE );
352    setScore( newScore );
353
354    return SYNCHELP_READ_N;
355  }
356
357  return SYNCHELP_READ_N;
358}
359
360int Playable::readSync( byte * data, int maxLength )
361{
362  SYNCHELP_WRITE_BEGIN();
363
364  if ( score != oldScore && isServer() )
365  {
366    SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B);
367    SYNCHELP_WRITE_INT( score, NWT_PL_SCORE );
368    oldScore = score;
369
370    return SYNCHELP_WRITE_N;
371  }
372
373  byte flags = 0;
374
375  if ( bFire )
376    flags |= FLAGS_bFire;
377
378
379  SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B);
380  SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS );
381  oldFlags = flags;
382
383
384  return SYNCHELP_WRITE_N;
385}
386
387bool Playable::needsReadSync( )
388{
389  if ( score != oldScore && isServer() )
390    return true;
391
392  byte flags = 0;
393
394  if ( bFire )
395    flags |= FLAGS_bFire;
396
397  return flags!=oldFlags;
398}
Note: See TracBrowser for help on using the repository browser.