[5838] | 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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[5841] | 12 | main-programmer: Silvan Nellen |
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| 13 | co-programmer: Benjamin Knecht |
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[5838] | 14 | */ |
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| 15 | |
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[5881] | 16 | |
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[5838] | 17 | #include "playable.h" |
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[5895] | 18 | |
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[7868] | 19 | #include "key_mapper.h" |
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| 20 | |
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[5875] | 21 | #include "player.h" |
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[6241] | 22 | #include "state.h" |
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[7347] | 23 | #include "camera.h" |
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| 24 | |
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[7193] | 25 | #include "util/loading/load_param.h" |
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[5838] | 26 | |
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[6547] | 27 | #include "power_ups/weapon_power_up.h" |
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| 28 | #include "power_ups/param_power_up.h" |
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[5872] | 29 | |
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[7044] | 30 | #include "game_rules.h" |
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[6547] | 31 | |
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[6959] | 32 | #include "dot_emitter.h" |
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| 33 | #include "sprite_particles.h" |
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| 34 | |
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[7121] | 35 | #include "shared_network_data.h" |
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| 36 | |
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[7118] | 37 | #include "effects/explosion.h" |
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[7482] | 38 | #include "kill.cc" |
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[6959] | 39 | |
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[7350] | 40 | #include "shell_command.h" |
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[7356] | 41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
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| 42 | ->setAlias("orxoWeapon"); |
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[7118] | 43 | |
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[7350] | 44 | |
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[5838] | 45 | Playable::Playable() |
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[7338] | 46 | : weaponMan(this), |
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| 47 | supportedPlaymodes(Playable::Full3D), |
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| 48 | playmode(Playable::Full3D) |
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[5838] | 49 | { |
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[6442] | 50 | this->setClassID(CL_PLAYABLE, "Playable"); |
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| 51 | PRINTF(4)("PLAYABLE INIT\n"); |
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| 52 | |
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| 53 | this->toList(OM_GROUP_01); |
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| 54 | |
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| 55 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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| 56 | this->currentPlayer = NULL; |
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[6695] | 57 | |
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[6804] | 58 | this->bFire = false; |
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[6868] | 59 | this->oldFlags = 0; |
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[6804] | 60 | |
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[6695] | 61 | this->setSynchronized(true); |
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[6959] | 62 | |
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| 63 | this->score = 0; |
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[7713] | 64 | this->collider = NULL; |
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[9061] | 65 | this->enterRadius = 10.0f; |
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[6959] | 66 | |
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[7118] | 67 | this->bDead = false; |
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[9008] | 68 | |
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[8490] | 69 | |
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[7954] | 70 | registerVar( new SynchronizeableInt( &score, &score, "score" ) ); |
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| 71 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); |
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[5838] | 72 | } |
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| 73 | |
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[6695] | 74 | |
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[7346] | 75 | /** |
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| 76 | * @brief destroys the Playable |
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| 77 | */ |
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[5875] | 78 | Playable::~Playable() |
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[5838] | 79 | { |
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[6986] | 80 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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| 81 | // this->setPlayer(NULL); |
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| 82 | // IN ITS DESTRUCTOR. |
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[8316] | 83 | |
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[6986] | 84 | assert(this->currentPlayer == NULL); |
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[5875] | 85 | } |
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| 86 | |
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[7346] | 87 | /** |
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| 88 | * @brief loads Playable parameters onto the Playable |
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| 89 | * @param root the XML-root to load from |
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| 90 | */ |
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[7092] | 91 | void Playable::loadParams(const TiXmlElement* root) |
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| 92 | { |
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| 93 | WorldEntity::loadParams(root); |
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| 94 | |
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[7346] | 95 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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[9061] | 96 | LoadParam(root, "enter-radius", this, Playable, setEnterRadius) |
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| 97 | .describe("The Distance one can enter the ship from."); |
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[7092] | 98 | } |
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| 99 | |
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[7346] | 100 | /** |
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| 101 | * @brief picks up a powerup |
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| 102 | * @param powerUp the PowerUp that should be picked. |
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| 103 | * @returns true on success (pickup was picked, false otherwise) |
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| 104 | * |
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| 105 | * This function also checks if the Pickup can be picked up by this Playable |
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| 106 | */ |
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| 107 | bool Playable::pickup(PowerUp* powerUp) |
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| 108 | { |
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| 109 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
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| 110 | { |
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| 111 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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| 112 | } |
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| 113 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
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| 114 | { |
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| 115 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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| 116 | switch(ppu->getType()) |
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| 117 | { |
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| 118 | case POWERUP_PARAM_HEALTH: |
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| 119 | this->increaseHealth(ppu->getValue()); |
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| 120 | return true; |
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| 121 | case POWERUP_PARAM_MAX_HEALTH: |
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| 122 | this->increaseHealthMax(ppu->getValue()); |
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| 123 | return true; |
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[8316] | 124 | default: |
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| 125 | /// EVERYTHING THAT IS NOT HANDLED |
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| 126 | /// FIXME |
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| 127 | return false; |
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[7346] | 128 | } |
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| 129 | } |
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| 130 | return false; |
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| 131 | } |
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| 132 | |
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| 133 | /** |
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| 134 | * @brief adds a Weapon to the Playable. |
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| 135 | * @param weapon the Weapon to add. |
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| 136 | * @param configID the Configuration ID to add this weapon to. |
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| 137 | * @param slotID the slotID to add the Weapon to. |
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| 138 | */ |
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[7350] | 139 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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[6443] | 140 | { |
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[7350] | 141 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 142 | { |
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| 143 | this->weaponConfigChanged(); |
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| 144 | return true; |
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| 145 | } |
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| 146 | else |
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| 147 | { |
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| 148 | if (weapon != NULL) |
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| 149 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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[7351] | 150 | weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); |
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[7350] | 151 | else |
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| 152 | PRINTF(2)("No weapon defined\n"); |
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| 153 | return false; |
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[6443] | 154 | |
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[7350] | 155 | } |
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[6443] | 156 | } |
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| 157 | |
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[7346] | 158 | /** |
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| 159 | * @brief removes a Weapon. |
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| 160 | * @param weapon the Weapon to remove. |
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| 161 | */ |
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[6443] | 162 | void Playable::removeWeapon(Weapon* weapon) |
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| 163 | { |
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[7337] | 164 | this->weaponMan.removeWeapon(weapon); |
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[6443] | 165 | |
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[7338] | 166 | this->weaponConfigChanged(); |
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[6443] | 167 | } |
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| 168 | |
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[7346] | 169 | /** |
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| 170 | * @brief jumps to the next WeaponConfiguration |
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| 171 | */ |
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[6444] | 172 | void Playable::nextWeaponConfig() |
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| 173 | { |
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[7337] | 174 | this->weaponMan.nextWeaponConfig(); |
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[7338] | 175 | this->weaponConfigChanged(); |
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[6444] | 176 | } |
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[6443] | 177 | |
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[7346] | 178 | /** |
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| 179 | * @brief moves to the last WeaponConfiguration |
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| 180 | */ |
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[6444] | 181 | void Playable::previousWeaponConfig() |
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| 182 | { |
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[7337] | 183 | this->weaponMan.previousWeaponConfig(); |
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[7338] | 184 | this->weaponConfigChanged(); |
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[6444] | 185 | } |
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| 186 | |
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[7346] | 187 | /** |
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| 188 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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| 189 | * |
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| 190 | * TODO remove this |
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| 191 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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| 192 | */ |
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[6568] | 193 | void Playable::weaponConfigChanged() |
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| 194 | { |
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[6578] | 195 | if (this->currentPlayer != NULL) |
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| 196 | this->currentPlayer->weaponConfigChanged(); |
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[6568] | 197 | } |
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[6444] | 198 | |
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[7350] | 199 | /** |
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| 200 | * @brief a Cheat that gives us some Weapons |
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| 201 | */ |
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| 202 | void Playable::addSomeWeapons_CHEAT() |
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| 203 | { |
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[7351] | 204 | if (State::getPlayer() != NULL) |
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| 205 | { |
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| 206 | Playable* playable = State::getPlayer()->getPlayable(); |
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| 207 | if (playable != NULL) |
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| 208 | { |
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| 209 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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| 210 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
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| 211 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
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| 212 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
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| 213 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
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| 214 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
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| 215 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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| 216 | } |
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| 217 | } |
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[7350] | 218 | } |
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[7346] | 219 | |
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[7173] | 220 | /** |
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[7346] | 221 | * @brief subscribe to all events the controllable needs |
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| 222 | * @param player the player that shall controll this Playable |
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| 223 | * @returns false on error true otherwise. |
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| 224 | */ |
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| 225 | bool Playable::setPlayer(Player* player) |
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| 226 | { |
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| 227 | // if we already have a Player inside do nothing |
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| 228 | if (this->currentPlayer != NULL && player != NULL) |
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| 229 | { |
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| 230 | return false; |
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| 231 | } |
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| 232 | |
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| 233 | // eject the Player if player == NULL |
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| 234 | if (this->currentPlayer != NULL && player == NULL) |
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| 235 | { |
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| 236 | PRINTF(4)("Player gets ejected\n"); |
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| 237 | |
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| 238 | // unsubscibe all events. |
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| 239 | std::vector<int>::iterator ev; |
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| 240 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 241 | player->unsubscribeEvent(ES_GAME, (*ev)); |
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[7346] | 242 | |
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| 243 | // leave the entity |
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| 244 | this->leave(); |
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| 245 | |
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| 246 | // eject the current Player. |
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| 247 | Player* ejectPlayer = this->currentPlayer; |
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| 248 | this->currentPlayer = NULL; |
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| 249 | // eject the Player. |
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| 250 | ejectPlayer->setPlayable(NULL); |
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| 251 | |
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| 252 | return true; |
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| 253 | } |
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| 254 | |
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| 255 | // get the new Player inside |
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| 256 | if (this->currentPlayer == NULL && player != NULL) |
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| 257 | { |
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| 258 | PRINTF(4)("New Player gets inside\n"); |
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| 259 | this->currentPlayer = player; |
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| 260 | if (this->currentPlayer->getPlayable() != this) |
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| 261 | this->currentPlayer->setPlayable(this); |
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| 262 | |
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| 263 | /*EventHandler*/ |
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| 264 | std::vector<int>::iterator ev; |
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| 265 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 266 | player->subscribeEvent(ES_GAME, (*ev)); |
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[7346] | 267 | |
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| 268 | this->enter(); |
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| 269 | return true; |
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| 270 | } |
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| 271 | |
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| 272 | return false; |
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| 273 | } |
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| 274 | |
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| 275 | /** |
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| 276 | * @brief attaches the current Camera to this Playable |
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| 277 | * |
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| 278 | * this function can be derived, so that any Playable can make the attachment differently. |
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| 279 | */ |
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| 280 | void Playable::attachCamera() |
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| 281 | { |
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| 282 | State::getCameraNode()->setParentSoft(this); |
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| 283 | State::getCameraTargetNode()->setParentSoft(this); |
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| 284 | |
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| 285 | } |
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| 286 | |
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| 287 | /** |
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| 288 | * @brief detaches the Camera |
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| 289 | * @see void Playable::attachCamera() |
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| 290 | */ |
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| 291 | void Playable::detachCamera() |
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[8147] | 292 | { |
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| 293 | } |
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[7346] | 294 | |
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| 295 | |
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| 296 | /** |
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[7173] | 297 | * @brief sets the CameraMode. |
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| 298 | * @param cameraMode: the Mode to switch to. |
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| 299 | */ |
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| 300 | void Playable::setCameraMode(unsigned int cameraMode) |
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[7347] | 301 | { |
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| 302 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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| 303 | } |
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[7338] | 304 | |
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[7346] | 305 | |
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[7338] | 306 | /** |
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| 307 | * @brief sets the Playmode |
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| 308 | * @param playmode the Playmode |
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| 309 | * @returns true on success, false otherwise |
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| 310 | */ |
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[7339] | 311 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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[7173] | 312 | { |
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[7338] | 313 | if (!this->playmodeSupported(playmode)) |
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| 314 | return false; |
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| 315 | else |
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[7345] | 316 | { |
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[7347] | 317 | this->enterPlaymode(playmode); |
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[7338] | 318 | this->playmode = playmode; |
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[7345] | 319 | return true; |
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| 320 | } |
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[7173] | 321 | } |
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| 322 | |
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[7346] | 323 | /** |
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| 324 | * @brief This function look, that the Playable rotates to the given rotation. |
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| 325 | * @param angle the Angle around |
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| 326 | * @param dirX directionX |
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| 327 | * @param dirY directionY |
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| 328 | * @param dirZ directionZ |
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| 329 | * @param speed how fast to turn there. |
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| 330 | */ |
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| 331 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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| 332 | { |
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| 333 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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| 334 | } |
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[7173] | 335 | |
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[5872] | 336 | /** |
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[7346] | 337 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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| 338 | * @param playmode the Playmode to enter. |
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| 339 | * |
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| 340 | * In this function all the actions that are required to enter the Playmode are described. |
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| 341 | * e.g: camera, rotation, wait cycle and so on... |
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[7347] | 342 | * |
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| 343 | * on enter of this function the playmode is still the old playmode. |
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[7346] | 344 | */ |
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| 345 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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| 346 | { |
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[7347] | 347 | switch(playmode) |
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| 348 | { |
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| 349 | default: |
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| 350 | this->attachCamera(); |
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| 351 | break; |
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| 352 | case Playable::Horizontal: |
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| 353 | this->setCameraMode(Camera::ViewTop); |
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| 354 | break; |
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| 355 | case Playable::Vertical: |
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| 356 | this->setCameraMode(Camera::ViewLeft); |
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| 357 | break; |
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| 358 | case Playable::FromBehind: |
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| 359 | this->setCameraMode(Camera::ViewBehind); |
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| 360 | break; |
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| 361 | } |
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[7346] | 362 | } |
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[7072] | 363 | |
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[7482] | 364 | |
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[7044] | 365 | void Playable::respawn() |
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[6966] | 366 | { |
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[7044] | 367 | PRINTF(0)("Playable respawn\n"); |
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| 368 | // only if this is the spaceship of the player |
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[9235] | 369 | if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable()) |
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[7044] | 370 | State::getGameRules()->onPlayerSpawn(); |
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[6966] | 371 | |
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[7118] | 372 | this->reset(); |
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| 373 | this->bDead = false; |
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[6436] | 374 | } |
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| 375 | |
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[6966] | 376 | |
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[7088] | 377 | |
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[8724] | 378 | |
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[9235] | 379 | void Playable::destroy(WorldEntity* killer) |
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[7044] | 380 | { |
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[7118] | 381 | if( !this->bDead) |
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| 382 | { |
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| 383 | PRINTF(0)("Playable dies\n"); |
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[7338] | 384 | // only if this is the spaceship of the player |
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[7118] | 385 | if (State::isOnline()) |
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| 386 | { |
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| 387 | if( this == State::getPlayer()->getPlayable()) |
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| 388 | State::getGameRules()->onPlayerDeath(); |
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| 389 | } |
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| 390 | this->bDead = true; |
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[9347] | 391 | |
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[9235] | 392 | if( State::getGameRules() != NULL) |
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| 393 | State::getGameRules()->registerKill(Kill(killer, this)); |
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[7072] | 394 | } |
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[7044] | 395 | } |
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| 396 | |
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| 397 | |
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[6986] | 398 | |
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| 399 | |
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| 400 | |
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[5896] | 401 | /** |
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[7346] | 402 | * @brief add an event to the event list of events this Playable can capture |
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[5898] | 403 | * @param eventType the Type of event to add |
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[5889] | 404 | */ |
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[5896] | 405 | void Playable::registerEvent(int eventType) |
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[5889] | 406 | { |
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| 407 | this->events.push_back(eventType); |
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| 408 | |
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[5896] | 409 | if (this->currentPlayer != NULL) |
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[7868] | 410 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
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[5889] | 411 | } |
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| 412 | |
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[5896] | 413 | /** |
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[7339] | 414 | * @brief remove an event to the event list this Playable can capture. |
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[5898] | 415 | * @param event the event to unregister. |
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[5896] | 416 | */ |
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| 417 | void Playable::unregisterEvent(int eventType) |
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| 418 | { |
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[7338] | 419 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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| 420 | this->events.erase(rmEvent); |
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[5889] | 421 | |
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[5896] | 422 | if (this->currentPlayer != NULL) |
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[7868] | 423 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
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[5896] | 424 | } |
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[5889] | 425 | |
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[6804] | 426 | /** |
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| 427 | * @brief ticks a Playable |
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| 428 | * @param dt: the passed time since the last Tick |
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| 429 | */ |
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| 430 | void Playable::tick(float dt) |
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| 431 | { |
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[7337] | 432 | this->weaponMan.tick(dt); |
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[6804] | 433 | if (this->bFire) |
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[7337] | 434 | weaponMan.fire(); |
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[6804] | 435 | } |
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[5896] | 436 | |
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[6804] | 437 | |
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| 438 | /** |
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| 439 | * @brief processes Playable events. |
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| 440 | * @param event the Captured Event. |
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| 441 | */ |
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| 442 | void Playable::process(const Event &event) |
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| 443 | { |
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| 444 | if( event.type == KeyMapper::PEV_FIRE1) |
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| 445 | this->bFire = event.bPressed; |
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| 446 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 447 | { |
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| 448 | this->nextWeaponConfig(); |
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| 449 | } |
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| 450 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 451 | this->previousWeaponConfig(); |
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| 452 | } |
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| 453 | |
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| 454 | |
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[6959] | 455 | |
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[7346] | 456 | /** |
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| 457 | * @brief converts a string into a Playable::Playmode. |
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| 458 | * @param playmode the string naming the Playable::Playmode to convert. |
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| 459 | * @returns the Playable::Playmode converted from playmode. |
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| 460 | */ |
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[7339] | 461 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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| 462 | { |
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[7412] | 463 | if (playmode == Playable::playmodeNames[0]) |
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[7339] | 464 | return Playable::Vertical; |
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[7412] | 465 | if (playmode == Playable::playmodeNames[1]) |
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[7339] | 466 | return Playable::Horizontal; |
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[7412] | 467 | if (playmode == Playable::playmodeNames[2]) |
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[7339] | 468 | return Playable::FromBehind; |
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[7412] | 469 | if (playmode == Playable::playmodeNames[3]) |
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[7339] | 470 | return Playable::Full3D; |
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[8055] | 471 | if (playmode == Playable::playmodeNames[4]) |
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| 472 | return Playable::FirstPerson; |
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[7339] | 473 | |
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| 474 | return Playable::Full3D; |
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| 475 | } |
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| 476 | |
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[7346] | 477 | |
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| 478 | /** |
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| 479 | * @brief converts a playmode into a string. |
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| 480 | * @param playmode the Playable::Playmode to convert. |
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| 481 | * @returns the String. |
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| 482 | */ |
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[7412] | 483 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
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[7339] | 484 | { |
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| 485 | switch(playmode) |
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| 486 | { |
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| 487 | case Playable::Vertical: |
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[7412] | 488 | return Playable::playmodeNames[0]; |
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[7339] | 489 | case Playable::Horizontal: |
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[7412] | 490 | return Playable::playmodeNames[1]; |
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[7339] | 491 | case Playable::FromBehind: |
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[7412] | 492 | return Playable::playmodeNames[2]; |
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[7339] | 493 | case Playable::Full3D: |
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[7412] | 494 | return Playable::playmodeNames[3]; |
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[8055] | 495 | case Playable::FirstPerson: |
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| 496 | return Playable::playmodeNames[4]; |
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[7339] | 497 | |
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| 498 | default: |
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[7412] | 499 | return Playable::playmodeNames[3]; |
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[7339] | 500 | } |
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[7412] | 501 | } |
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[7339] | 502 | |
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[7412] | 503 | /** |
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| 504 | * @brief PlaymodeNames |
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| 505 | */ |
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| 506 | const std::string Playable::playmodeNames[] = |
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| 507 | { |
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| 508 | "Vertical", |
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| 509 | "Horizontal", |
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| 510 | "FromBehind", |
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[8055] | 511 | "Full3D", |
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| 512 | "FirstPerson" |
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[7412] | 513 | }; |
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