[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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[9110] | 69 | //subscribe to collision reaction |
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[8490] | 70 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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[9140] | 71 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_TERRAIN ); |
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[7954] | 72 | registerVar( new SynchronizeableInt( &score, &score, "score" ) ); |
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| 73 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); |
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[5838] | 74 | } |
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| 75 | |
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[6695] | 76 | |
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[7346] | 77 | /** |
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| 78 | * @brief destroys the Playable |
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| 79 | */ |
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[5875] | 80 | Playable::~Playable() |
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[5838] | 81 | { |
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[6986] | 82 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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| 83 | // this->setPlayer(NULL); |
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| 84 | // IN ITS DESTRUCTOR. |
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[8316] | 85 | |
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[6986] | 86 | assert(this->currentPlayer == NULL); |
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[5875] | 87 | } |
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| 88 | |
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[7346] | 89 | /** |
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| 90 | * @brief loads Playable parameters onto the Playable |
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| 91 | * @param root the XML-root to load from |
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| 92 | */ |
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[7092] | 93 | void Playable::loadParams(const TiXmlElement* root) |
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| 94 | { |
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| 95 | WorldEntity::loadParams(root); |
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| 96 | |
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[7346] | 97 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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[9061] | 98 | LoadParam(root, "enter-radius", this, Playable, setEnterRadius) |
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| 99 | .describe("The Distance one can enter the ship from."); |
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[7092] | 100 | } |
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| 101 | |
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[7346] | 102 | /** |
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| 103 | * @brief picks up a powerup |
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| 104 | * @param powerUp the PowerUp that should be picked. |
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| 105 | * @returns true on success (pickup was picked, false otherwise) |
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| 106 | * |
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| 107 | * This function also checks if the Pickup can be picked up by this Playable |
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| 108 | */ |
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| 109 | bool Playable::pickup(PowerUp* powerUp) |
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| 110 | { |
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| 111 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
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| 112 | { |
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| 113 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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| 114 | } |
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| 115 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
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| 116 | { |
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| 117 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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| 118 | switch(ppu->getType()) |
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| 119 | { |
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| 120 | case POWERUP_PARAM_HEALTH: |
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| 121 | this->increaseHealth(ppu->getValue()); |
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| 122 | return true; |
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| 123 | case POWERUP_PARAM_MAX_HEALTH: |
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| 124 | this->increaseHealthMax(ppu->getValue()); |
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| 125 | return true; |
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[8316] | 126 | default: |
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| 127 | /// EVERYTHING THAT IS NOT HANDLED |
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| 128 | /// FIXME |
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| 129 | return false; |
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[7346] | 130 | } |
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| 131 | } |
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| 132 | return false; |
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| 133 | } |
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| 134 | |
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| 135 | /** |
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| 136 | * @brief adds a Weapon to the Playable. |
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| 137 | * @param weapon the Weapon to add. |
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| 138 | * @param configID the Configuration ID to add this weapon to. |
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| 139 | * @param slotID the slotID to add the Weapon to. |
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| 140 | */ |
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[7350] | 141 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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[6443] | 142 | { |
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[7350] | 143 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 144 | { |
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| 145 | this->weaponConfigChanged(); |
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| 146 | return true; |
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| 147 | } |
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| 148 | else |
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| 149 | { |
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| 150 | if (weapon != NULL) |
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| 151 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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[7351] | 152 | weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); |
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[7350] | 153 | else |
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| 154 | PRINTF(2)("No weapon defined\n"); |
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| 155 | return false; |
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[6443] | 156 | |
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[7350] | 157 | } |
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[6443] | 158 | } |
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| 159 | |
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[7346] | 160 | /** |
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| 161 | * @brief removes a Weapon. |
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| 162 | * @param weapon the Weapon to remove. |
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| 163 | */ |
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[6443] | 164 | void Playable::removeWeapon(Weapon* weapon) |
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| 165 | { |
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[7337] | 166 | this->weaponMan.removeWeapon(weapon); |
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[6443] | 167 | |
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[7338] | 168 | this->weaponConfigChanged(); |
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[6443] | 169 | } |
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| 170 | |
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[7346] | 171 | /** |
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| 172 | * @brief jumps to the next WeaponConfiguration |
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| 173 | */ |
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[6444] | 174 | void Playable::nextWeaponConfig() |
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| 175 | { |
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[7337] | 176 | this->weaponMan.nextWeaponConfig(); |
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[7338] | 177 | this->weaponConfigChanged(); |
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[6444] | 178 | } |
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[6443] | 179 | |
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[7346] | 180 | /** |
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| 181 | * @brief moves to the last WeaponConfiguration |
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| 182 | */ |
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[6444] | 183 | void Playable::previousWeaponConfig() |
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| 184 | { |
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[7337] | 185 | this->weaponMan.previousWeaponConfig(); |
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[7338] | 186 | this->weaponConfigChanged(); |
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[6444] | 187 | } |
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| 188 | |
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[7346] | 189 | /** |
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| 190 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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| 191 | * |
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| 192 | * TODO remove this |
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| 193 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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| 194 | */ |
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[6568] | 195 | void Playable::weaponConfigChanged() |
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| 196 | { |
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[6578] | 197 | if (this->currentPlayer != NULL) |
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| 198 | this->currentPlayer->weaponConfigChanged(); |
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[6568] | 199 | } |
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[6444] | 200 | |
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[7350] | 201 | /** |
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| 202 | * @brief a Cheat that gives us some Weapons |
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| 203 | */ |
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| 204 | void Playable::addSomeWeapons_CHEAT() |
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| 205 | { |
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[7351] | 206 | if (State::getPlayer() != NULL) |
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| 207 | { |
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| 208 | Playable* playable = State::getPlayer()->getPlayable(); |
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| 209 | if (playable != NULL) |
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| 210 | { |
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| 211 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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| 212 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
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| 213 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
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| 214 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
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| 215 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
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| 216 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
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| 217 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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| 218 | } |
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| 219 | } |
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[7350] | 220 | } |
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[7346] | 221 | |
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[7173] | 222 | /** |
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[7346] | 223 | * @brief subscribe to all events the controllable needs |
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| 224 | * @param player the player that shall controll this Playable |
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| 225 | * @returns false on error true otherwise. |
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| 226 | */ |
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| 227 | bool Playable::setPlayer(Player* player) |
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| 228 | { |
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| 229 | // if we already have a Player inside do nothing |
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| 230 | if (this->currentPlayer != NULL && player != NULL) |
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| 231 | { |
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| 232 | return false; |
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| 233 | } |
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| 234 | |
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| 235 | // eject the Player if player == NULL |
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| 236 | if (this->currentPlayer != NULL && player == NULL) |
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| 237 | { |
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| 238 | PRINTF(4)("Player gets ejected\n"); |
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| 239 | |
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| 240 | // unsubscibe all events. |
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| 241 | std::vector<int>::iterator ev; |
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| 242 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 243 | player->unsubscribeEvent(ES_GAME, (*ev)); |
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[7346] | 244 | |
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| 245 | // leave the entity |
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| 246 | this->leave(); |
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| 247 | |
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| 248 | // eject the current Player. |
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| 249 | Player* ejectPlayer = this->currentPlayer; |
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| 250 | this->currentPlayer = NULL; |
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| 251 | // eject the Player. |
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| 252 | ejectPlayer->setPlayable(NULL); |
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| 253 | |
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| 254 | return true; |
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| 255 | } |
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| 256 | |
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| 257 | // get the new Player inside |
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| 258 | if (this->currentPlayer == NULL && player != NULL) |
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| 259 | { |
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| 260 | PRINTF(4)("New Player gets inside\n"); |
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| 261 | this->currentPlayer = player; |
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| 262 | if (this->currentPlayer->getPlayable() != this) |
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| 263 | this->currentPlayer->setPlayable(this); |
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| 264 | |
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| 265 | /*EventHandler*/ |
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| 266 | std::vector<int>::iterator ev; |
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| 267 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 268 | player->subscribeEvent(ES_GAME, (*ev)); |
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[7346] | 269 | |
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| 270 | this->enter(); |
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| 271 | return true; |
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| 272 | } |
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| 273 | |
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| 274 | return false; |
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| 275 | } |
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| 276 | |
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| 277 | /** |
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| 278 | * @brief attaches the current Camera to this Playable |
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| 279 | * |
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| 280 | * this function can be derived, so that any Playable can make the attachment differently. |
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| 281 | */ |
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| 282 | void Playable::attachCamera() |
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| 283 | { |
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| 284 | State::getCameraNode()->setParentSoft(this); |
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| 285 | State::getCameraTargetNode()->setParentSoft(this); |
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| 286 | |
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| 287 | } |
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| 288 | |
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| 289 | /** |
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| 290 | * @brief detaches the Camera |
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| 291 | * @see void Playable::attachCamera() |
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| 292 | */ |
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| 293 | void Playable::detachCamera() |
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[8147] | 294 | { |
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| 295 | } |
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[7346] | 296 | |
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| 297 | |
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| 298 | /** |
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[7173] | 299 | * @brief sets the CameraMode. |
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| 300 | * @param cameraMode: the Mode to switch to. |
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| 301 | */ |
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| 302 | void Playable::setCameraMode(unsigned int cameraMode) |
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[7347] | 303 | { |
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| 304 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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| 305 | } |
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[7338] | 306 | |
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[7346] | 307 | |
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[7338] | 308 | /** |
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| 309 | * @brief sets the Playmode |
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| 310 | * @param playmode the Playmode |
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| 311 | * @returns true on success, false otherwise |
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| 312 | */ |
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[7339] | 313 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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[7173] | 314 | { |
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[7338] | 315 | if (!this->playmodeSupported(playmode)) |
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| 316 | return false; |
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| 317 | else |
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[7345] | 318 | { |
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[7347] | 319 | this->enterPlaymode(playmode); |
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[7338] | 320 | this->playmode = playmode; |
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[7345] | 321 | return true; |
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| 322 | } |
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[7173] | 323 | } |
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| 324 | |
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[7346] | 325 | /** |
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| 326 | * @brief This function look, that the Playable rotates to the given rotation. |
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| 327 | * @param angle the Angle around |
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| 328 | * @param dirX directionX |
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| 329 | * @param dirY directionY |
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| 330 | * @param dirZ directionZ |
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| 331 | * @param speed how fast to turn there. |
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| 332 | */ |
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| 333 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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| 334 | { |
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| 335 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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| 336 | } |
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[7173] | 337 | |
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[5872] | 338 | /** |
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[7346] | 339 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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| 340 | * @param playmode the Playmode to enter. |
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| 341 | * |
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| 342 | * In this function all the actions that are required to enter the Playmode are described. |
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| 343 | * e.g: camera, rotation, wait cycle and so on... |
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[7347] | 344 | * |
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| 345 | * on enter of this function the playmode is still the old playmode. |
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[7346] | 346 | */ |
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| 347 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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| 348 | { |
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[7347] | 349 | switch(playmode) |
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| 350 | { |
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| 351 | default: |
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| 352 | this->attachCamera(); |
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| 353 | break; |
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| 354 | case Playable::Horizontal: |
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| 355 | this->setCameraMode(Camera::ViewTop); |
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| 356 | break; |
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| 357 | case Playable::Vertical: |
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| 358 | this->setCameraMode(Camera::ViewLeft); |
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| 359 | break; |
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| 360 | case Playable::FromBehind: |
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| 361 | this->setCameraMode(Camera::ViewBehind); |
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| 362 | break; |
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| 363 | } |
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[7346] | 364 | } |
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| 365 | /** |
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[6436] | 366 | * @brief helps us colliding Playables |
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[7346] | 367 | * @param entity the Entity to collide |
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| 368 | * @param location where the collision occured. |
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[6436] | 369 | */ |
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| 370 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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| 371 | { |
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[7072] | 372 | if (entity == collider) |
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| 373 | return; |
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| 374 | collider = entity; |
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| 375 | |
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[7121] | 376 | if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) |
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[6966] | 377 | { |
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[7072] | 378 | this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); |
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[6966] | 379 | // EXTREME HACK |
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[7072] | 380 | if (this->getHealth() <= 0.0f) |
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[6966] | 381 | { |
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[8724] | 382 | // this->destory(); |
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[7482] | 383 | |
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| 384 | if( State::getGameRules() != NULL) |
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| 385 | State::getGameRules()->registerKill(Kill(entity, this)); |
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[6966] | 386 | } |
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| 387 | } |
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| 388 | } |
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[6436] | 389 | |
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[6966] | 390 | |
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[7044] | 391 | void Playable::respawn() |
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[6966] | 392 | { |
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[7044] | 393 | PRINTF(0)("Playable respawn\n"); |
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| 394 | // only if this is the spaceship of the player |
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| 395 | if( this == State::getPlayer()->getPlayable()) |
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| 396 | State::getGameRules()->onPlayerSpawn(); |
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[6966] | 397 | |
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[7118] | 398 | this->reset(); |
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| 399 | this->bDead = false; |
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[6436] | 400 | } |
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| 401 | |
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[6966] | 402 | |
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[7088] | 403 | |
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[8724] | 404 | |
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| 405 | void Playable::destroy() |
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[7044] | 406 | { |
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[7119] | 407 | Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); |
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| 408 | |
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| 409 | |
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[7118] | 410 | if( !this->bDead) |
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| 411 | { |
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| 412 | PRINTF(0)("Playable dies\n"); |
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[7338] | 413 | // only if this is the spaceship of the player |
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[7118] | 414 | if (State::isOnline()) |
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| 415 | { |
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| 416 | if( this == State::getPlayer()->getPlayable()) |
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| 417 | State::getGameRules()->onPlayerDeath(); |
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[7044] | 418 | |
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[7338] | 419 | // this->toList(OM_GROUP_05); |
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| 420 | //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that |
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[7118] | 421 | this->setAbsCoor(-2000.0, -2000.0, -2000.0); |
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[7078] | 422 | |
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[7338] | 423 | //explosion hack |
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[7118] | 424 | |
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| 425 | } |
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| 426 | this->bDead = true; |
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[7072] | 427 | } |
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[7044] | 428 | } |
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| 429 | |
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| 430 | |
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[6986] | 431 | |
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| 432 | |
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| 433 | |
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[5896] | 434 | /** |
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[7346] | 435 | * @brief add an event to the event list of events this Playable can capture |
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[5898] | 436 | * @param eventType the Type of event to add |
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[5889] | 437 | */ |
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[5896] | 438 | void Playable::registerEvent(int eventType) |
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[5889] | 439 | { |
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| 440 | this->events.push_back(eventType); |
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| 441 | |
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[5896] | 442 | if (this->currentPlayer != NULL) |
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[7868] | 443 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
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[5889] | 444 | } |
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| 445 | |
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[5896] | 446 | /** |
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[7339] | 447 | * @brief remove an event to the event list this Playable can capture. |
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[5898] | 448 | * @param event the event to unregister. |
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[5896] | 449 | */ |
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| 450 | void Playable::unregisterEvent(int eventType) |
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| 451 | { |
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[7338] | 452 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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| 453 | this->events.erase(rmEvent); |
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[5889] | 454 | |
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[5896] | 455 | if (this->currentPlayer != NULL) |
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[7868] | 456 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
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[5896] | 457 | } |
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[5889] | 458 | |
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[6804] | 459 | /** |
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| 460 | * @brief ticks a Playable |
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| 461 | * @param dt: the passed time since the last Tick |
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| 462 | */ |
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| 463 | void Playable::tick(float dt) |
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| 464 | { |
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[7337] | 465 | this->weaponMan.tick(dt); |
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[6804] | 466 | if (this->bFire) |
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[7337] | 467 | weaponMan.fire(); |
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[6804] | 468 | } |
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[5896] | 469 | |
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[6804] | 470 | |
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| 471 | /** |
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| 472 | * @brief processes Playable events. |
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| 473 | * @param event the Captured Event. |
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| 474 | */ |
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| 475 | void Playable::process(const Event &event) |
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| 476 | { |
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| 477 | if( event.type == KeyMapper::PEV_FIRE1) |
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| 478 | this->bFire = event.bPressed; |
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| 479 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 480 | { |
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| 481 | this->nextWeaponConfig(); |
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| 482 | } |
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| 483 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 484 | this->previousWeaponConfig(); |
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| 485 | } |
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| 486 | |
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| 487 | |
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[6959] | 488 | |
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[7346] | 489 | /** |
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| 490 | * @brief converts a string into a Playable::Playmode. |
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| 491 | * @param playmode the string naming the Playable::Playmode to convert. |
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| 492 | * @returns the Playable::Playmode converted from playmode. |
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| 493 | */ |
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[7339] | 494 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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| 495 | { |
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[7412] | 496 | if (playmode == Playable::playmodeNames[0]) |
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[7339] | 497 | return Playable::Vertical; |
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[7412] | 498 | if (playmode == Playable::playmodeNames[1]) |
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[7339] | 499 | return Playable::Horizontal; |
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[7412] | 500 | if (playmode == Playable::playmodeNames[2]) |
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[7339] | 501 | return Playable::FromBehind; |
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[7412] | 502 | if (playmode == Playable::playmodeNames[3]) |
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[7339] | 503 | return Playable::Full3D; |
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[8055] | 504 | if (playmode == Playable::playmodeNames[4]) |
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| 505 | return Playable::FirstPerson; |
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[7339] | 506 | |
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| 507 | return Playable::Full3D; |
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| 508 | } |
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| 509 | |
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[7346] | 510 | |
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| 511 | /** |
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| 512 | * @brief converts a playmode into a string. |
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| 513 | * @param playmode the Playable::Playmode to convert. |
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| 514 | * @returns the String. |
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| 515 | */ |
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[7412] | 516 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
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[7339] | 517 | { |
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| 518 | switch(playmode) |
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| 519 | { |
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| 520 | case Playable::Vertical: |
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[7412] | 521 | return Playable::playmodeNames[0]; |
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[7339] | 522 | case Playable::Horizontal: |
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[7412] | 523 | return Playable::playmodeNames[1]; |
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[7339] | 524 | case Playable::FromBehind: |
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[7412] | 525 | return Playable::playmodeNames[2]; |
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[7339] | 526 | case Playable::Full3D: |
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[7412] | 527 | return Playable::playmodeNames[3]; |
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[8055] | 528 | case Playable::FirstPerson: |
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| 529 | return Playable::playmodeNames[4]; |
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[7339] | 530 | |
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| 531 | default: |
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[7412] | 532 | return Playable::playmodeNames[3]; |
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[7339] | 533 | } |
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[7412] | 534 | } |
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[7339] | 535 | |
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[7412] | 536 | /** |
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| 537 | * @brief PlaymodeNames |
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| 538 | */ |
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| 539 | const std::string Playable::playmodeNames[] = |
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| 540 | { |
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| 541 | "Vertical", |
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| 542 | "Horizontal", |
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| 543 | "FromBehind", |
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[8055] | 544 | "Full3D", |
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| 545 | "FirstPerson" |
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[7412] | 546 | }; |
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