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source: orxonox.OLD/trunk/src/world_entities/playable.cc @ 7082

Last change on this file since 7082 was 7082, checked in by patrick, 18 years ago

trunk: respawn and death patch

File size: 8.6 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  if( this->getOwner() % 2 == 0)
151  {
152    this->toList(OM_GROUP_00);
153    this->setAbsCoor(213.37, 57.71, -47.98);
154    this->setAbsDir(Quaternion(0.16, 0.98, -0.10));
155  }
156  else
157  {
158    this->toList(OM_GROUP_01);
159    this->toList(OM_GROUP_01);
160    this->setAbsCoor(-314.450, 40.701, 83.554);
161  }
162}
163
164
165void Playable::die()
166{
167  PRINTF(0)("Playable dies\n");
168  // only if this is the spaceship of the player
169  if (State::isOnline())
170  {
171    if( this == State::getPlayer()->getPlayable())
172      State::getGameRules()->onPlayerDeath();
173
174
175    this->toList(OM_DEAD_TICK);
176  //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that
177    this->setAbsCoor(-2000.0, -2000.0, -2000.0);
178
179  //explosion hack
180    this->emitter->setSystem(explosionParticles);
181    this->emitter->setSystem(NULL);
182  }
183}
184
185
186/**
187 * subscribe to all events the controllable needs
188 * @param player the player that shall controll this Playable
189 */
190bool Playable::setPlayer(Player* player)
191{
192  // if we already have a Player inside do nothing
193  if (this->currentPlayer != NULL && player != NULL)
194  {
195    return false;
196  }
197
198  // eject the Player if player == NULL
199  if (this->currentPlayer != NULL && player == NULL)
200  {
201    PRINTF(4)("Player gets ejected\n");
202
203    // unsubscibe all events.
204    EventHandler* evh = EventHandler::getInstance();
205    std::list<int>::iterator ev;
206    for (ev = this->events.begin(); ev != events.end(); ev++)
207      evh->unsubscribe( ES_GAME, (*ev));
208
209    // leave the entity
210    this->leave();
211
212    // eject the current Player.
213    Player* ejectPlayer = this->currentPlayer;
214    this->currentPlayer = NULL;
215    // eject the Player.
216    ejectPlayer->setPlayable(NULL);
217
218    return true;
219  }
220
221  // get the new Player inside
222  if (this->currentPlayer == NULL && player != NULL)
223  {
224    PRINTF(4)("New Player gets inside\n");
225    this->currentPlayer = player;
226    if (this->currentPlayer->getPlayable() != this)
227      this->currentPlayer->setPlayable(this);
228
229    /*EventHandler*/
230    EventHandler* evh = EventHandler::getInstance();
231    std::list<int>::iterator ev;
232    for (ev = this->events.begin(); ev != events.end(); ev++)
233      evh->subscribe(player, ES_GAME, (*ev));
234
235    this->enter();
236    return true;
237  }
238
239  return false;
240}
241
242
243bool Playable::pickup(PowerUp* powerUp)
244{
245  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
246    return dynamic_cast<WeaponPowerUp*>(powerUp)->process(this->getWeaponManager());
247  }
248  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
249    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
250    switch(ppu->getType()) {
251      case POWERUP_PARAM_HEALTH:
252        this->increaseHealth(ppu->getValue());
253        return true;
254      case POWERUP_PARAM_MAX_HEALTH:
255        this->increaseHealthMax(ppu->getValue());
256        return true;
257    }
258  }
259  return false;
260}
261
262/**
263 * add an event to the event list of events this Playable can capture
264 * @param eventType the Type of event to add
265 */
266void Playable::registerEvent(int eventType)
267{
268  this->events.push_back(eventType);
269
270  if (this->currentPlayer != NULL)
271    EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType);
272}
273
274/**
275 * remove an event to the event list this Playable can capture.
276 * @param event the event to unregister.
277 */
278void Playable::unregisterEvent(int eventType)
279{
280  this->events.remove(eventType);
281
282  if (this->currentPlayer != NULL)
283    EventHandler::getInstance()->unsubscribe(ES_GAME, eventType);
284}
285
286/**
287 * @brief ticks a Playable
288 * @param dt: the passed time since the last Tick
289 */
290void Playable::tick(float dt)
291{
292  this->weaponMan->tick(dt);
293  if (this->bFire)
294    weaponMan->fire();
295}
296
297
298/**
299 * @brief processes Playable events.
300 * @param event the Captured Event.
301 */
302void Playable::process(const Event &event)
303{
304  if( event.type == KeyMapper::PEV_FIRE1)
305    this->bFire = event.bPressed;
306  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
307  {
308    this->nextWeaponConfig();
309  }
310  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
311    this->previousWeaponConfig();
312}
313
314
315
316void  Playable::attachCamera()
317{
318  State::getCameraNode()->setParentSoft(this);
319  State::getCameraTargetNode()->setParentSoft(this);
320
321}
322
323
324
325
326void  Playable::detachCamera()
327{
328}
329
330#define DATA_FLAGS    1
331#define DATA_SCORE    2
332
333#define FLAGS_bFire   1
334
335int Playable::writeSync( const byte * data, int length, int sender )
336{
337  SYNCHELP_READ_BEGIN();
338
339  byte b;
340  SYNCHELP_READ_BYTE( b, NWT_PL_B );
341
342  byte flags;
343
344  if ( b == DATA_FLAGS )
345  {
346    SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS );
347
348    bFire = (flags & FLAGS_bFire) != 0;
349
350    return SYNCHELP_READ_N;
351  }
352
353  if ( b == DATA_SCORE )
354  {
355    int newScore;
356    SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE );
357    setScore( newScore );
358
359    return SYNCHELP_READ_N;
360  }
361
362  return SYNCHELP_READ_N;
363}
364
365int Playable::readSync( byte * data, int maxLength )
366{
367  SYNCHELP_WRITE_BEGIN();
368
369  if ( score != oldScore && isServer() )
370  {
371    SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B);
372    SYNCHELP_WRITE_INT( score, NWT_PL_SCORE );
373    oldScore = score;
374
375    return SYNCHELP_WRITE_N;
376  }
377
378  byte flags = 0;
379
380  if ( bFire )
381    flags |= FLAGS_bFire;
382
383
384  SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B);
385  SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS );
386  oldFlags = flags;
387
388
389  return SYNCHELP_WRITE_N;
390}
391
392bool Playable::needsReadSync( )
393{
394  if ( score != oldScore && isServer() )
395    return true;
396
397  byte flags = 0;
398
399  if ( bFire )
400    flags |= FLAGS_bFire;
401
402  return flags!=oldFlags;
403}
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