[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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[6959] | 65 | |
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[7118] | 66 | this->bDead = false; |
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[7954] | 67 | |
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| 68 | registerVar( new SynchronizeableInt( &score, &score, "score" ) ); |
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| 69 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); |
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[5838] | 70 | } |
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| 71 | |
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[6695] | 72 | |
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[7346] | 73 | /** |
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| 74 | * @brief destroys the Playable |
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| 75 | */ |
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[5875] | 76 | Playable::~Playable() |
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[5838] | 77 | { |
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[6986] | 78 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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| 79 | // this->setPlayer(NULL); |
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| 80 | // IN ITS DESTRUCTOR. |
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[8316] | 81 | |
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[6986] | 82 | assert(this->currentPlayer == NULL); |
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[5875] | 83 | } |
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| 84 | |
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[7346] | 85 | /** |
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| 86 | * @brief loads Playable parameters onto the Playable |
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| 87 | * @param root the XML-root to load from |
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| 88 | */ |
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[7092] | 89 | void Playable::loadParams(const TiXmlElement* root) |
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| 90 | { |
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| 91 | WorldEntity::loadParams(root); |
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| 92 | |
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[7346] | 93 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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[7092] | 94 | } |
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| 95 | |
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[7346] | 96 | /** |
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| 97 | * @brief picks up a powerup |
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| 98 | * @param powerUp the PowerUp that should be picked. |
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| 99 | * @returns true on success (pickup was picked, false otherwise) |
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| 100 | * |
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| 101 | * This function also checks if the Pickup can be picked up by this Playable |
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| 102 | */ |
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| 103 | bool Playable::pickup(PowerUp* powerUp) |
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| 104 | { |
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| 105 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
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| 106 | { |
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| 107 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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| 108 | } |
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| 109 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
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| 110 | { |
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| 111 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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| 112 | switch(ppu->getType()) |
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| 113 | { |
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| 114 | case POWERUP_PARAM_HEALTH: |
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| 115 | this->increaseHealth(ppu->getValue()); |
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| 116 | return true; |
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| 117 | case POWERUP_PARAM_MAX_HEALTH: |
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| 118 | this->increaseHealthMax(ppu->getValue()); |
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| 119 | return true; |
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[8316] | 120 | default: |
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| 121 | /// EVERYTHING THAT IS NOT HANDLED |
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| 122 | /// FIXME |
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| 123 | return false; |
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[7346] | 124 | } |
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| 125 | } |
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| 126 | return false; |
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| 127 | } |
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| 128 | |
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| 129 | /** |
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| 130 | * @brief adds a Weapon to the Playable. |
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| 131 | * @param weapon the Weapon to add. |
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| 132 | * @param configID the Configuration ID to add this weapon to. |
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| 133 | * @param slotID the slotID to add the Weapon to. |
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| 134 | */ |
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[7350] | 135 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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[6443] | 136 | { |
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[7350] | 137 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 138 | { |
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| 139 | this->weaponConfigChanged(); |
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| 140 | return true; |
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| 141 | } |
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| 142 | else |
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| 143 | { |
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| 144 | if (weapon != NULL) |
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| 145 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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[7351] | 146 | weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); |
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[7350] | 147 | else |
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| 148 | PRINTF(2)("No weapon defined\n"); |
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| 149 | return false; |
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[6443] | 150 | |
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[7350] | 151 | } |
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[6443] | 152 | } |
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| 153 | |
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[7346] | 154 | /** |
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| 155 | * @brief removes a Weapon. |
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| 156 | * @param weapon the Weapon to remove. |
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| 157 | */ |
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[6443] | 158 | void Playable::removeWeapon(Weapon* weapon) |
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| 159 | { |
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[7337] | 160 | this->weaponMan.removeWeapon(weapon); |
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[6443] | 161 | |
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[7338] | 162 | this->weaponConfigChanged(); |
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[6443] | 163 | } |
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| 164 | |
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[7346] | 165 | /** |
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| 166 | * @brief jumps to the next WeaponConfiguration |
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| 167 | */ |
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[6444] | 168 | void Playable::nextWeaponConfig() |
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| 169 | { |
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[7337] | 170 | this->weaponMan.nextWeaponConfig(); |
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[7338] | 171 | this->weaponConfigChanged(); |
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[6444] | 172 | } |
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[6443] | 173 | |
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[7346] | 174 | /** |
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| 175 | * @brief moves to the last WeaponConfiguration |
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| 176 | */ |
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[6444] | 177 | void Playable::previousWeaponConfig() |
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| 178 | { |
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[7337] | 179 | this->weaponMan.previousWeaponConfig(); |
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[7338] | 180 | this->weaponConfigChanged(); |
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[6444] | 181 | } |
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| 182 | |
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[7346] | 183 | /** |
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| 184 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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| 185 | * |
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| 186 | * TODO remove this |
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| 187 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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| 188 | */ |
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[6568] | 189 | void Playable::weaponConfigChanged() |
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| 190 | { |
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[6578] | 191 | if (this->currentPlayer != NULL) |
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| 192 | this->currentPlayer->weaponConfigChanged(); |
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[6568] | 193 | } |
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[6444] | 194 | |
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[7350] | 195 | /** |
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| 196 | * @brief a Cheat that gives us some Weapons |
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| 197 | */ |
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| 198 | void Playable::addSomeWeapons_CHEAT() |
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| 199 | { |
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[7351] | 200 | if (State::getPlayer() != NULL) |
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| 201 | { |
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| 202 | Playable* playable = State::getPlayer()->getPlayable(); |
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| 203 | if (playable != NULL) |
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| 204 | { |
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| 205 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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| 206 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
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| 207 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
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| 208 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
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| 209 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
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| 210 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
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| 211 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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| 212 | } |
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| 213 | } |
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[7350] | 214 | } |
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[7346] | 215 | |
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[7173] | 216 | /** |
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[7346] | 217 | * @brief subscribe to all events the controllable needs |
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| 218 | * @param player the player that shall controll this Playable |
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| 219 | * @returns false on error true otherwise. |
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| 220 | */ |
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| 221 | bool Playable::setPlayer(Player* player) |
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| 222 | { |
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| 223 | // if we already have a Player inside do nothing |
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| 224 | if (this->currentPlayer != NULL && player != NULL) |
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| 225 | { |
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| 226 | return false; |
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| 227 | } |
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| 228 | |
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| 229 | // eject the Player if player == NULL |
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| 230 | if (this->currentPlayer != NULL && player == NULL) |
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| 231 | { |
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| 232 | PRINTF(4)("Player gets ejected\n"); |
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| 233 | |
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| 234 | // unsubscibe all events. |
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| 235 | std::vector<int>::iterator ev; |
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| 236 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 237 | player->unsubscribeEvent(ES_GAME, (*ev)); |
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[7346] | 238 | |
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| 239 | // leave the entity |
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| 240 | this->leave(); |
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| 241 | |
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| 242 | // eject the current Player. |
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| 243 | Player* ejectPlayer = this->currentPlayer; |
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| 244 | this->currentPlayer = NULL; |
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| 245 | // eject the Player. |
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| 246 | ejectPlayer->setPlayable(NULL); |
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| 247 | |
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| 248 | return true; |
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| 249 | } |
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| 250 | |
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| 251 | // get the new Player inside |
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| 252 | if (this->currentPlayer == NULL && player != NULL) |
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| 253 | { |
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| 254 | PRINTF(4)("New Player gets inside\n"); |
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| 255 | this->currentPlayer = player; |
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| 256 | if (this->currentPlayer->getPlayable() != this) |
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| 257 | this->currentPlayer->setPlayable(this); |
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| 258 | |
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| 259 | /*EventHandler*/ |
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| 260 | std::vector<int>::iterator ev; |
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| 261 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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[7868] | 262 | player->subscribeEvent(ES_GAME, (*ev)); |
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[7346] | 263 | |
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| 264 | this->enter(); |
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| 265 | return true; |
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| 266 | } |
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| 267 | |
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| 268 | return false; |
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| 269 | } |
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| 270 | |
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| 271 | /** |
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| 272 | * @brief attaches the current Camera to this Playable |
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| 273 | * |
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| 274 | * this function can be derived, so that any Playable can make the attachment differently. |
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| 275 | */ |
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| 276 | void Playable::attachCamera() |
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| 277 | { |
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| 278 | State::getCameraNode()->setParentSoft(this); |
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| 279 | State::getCameraTargetNode()->setParentSoft(this); |
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| 280 | |
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| 281 | } |
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| 282 | |
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| 283 | /** |
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| 284 | * @brief detaches the Camera |
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| 285 | * @see void Playable::attachCamera() |
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| 286 | */ |
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| 287 | void Playable::detachCamera() |
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[8147] | 288 | { |
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| 289 | } |
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[7346] | 290 | |
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| 291 | |
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| 292 | /** |
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[7173] | 293 | * @brief sets the CameraMode. |
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| 294 | * @param cameraMode: the Mode to switch to. |
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| 295 | */ |
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| 296 | void Playable::setCameraMode(unsigned int cameraMode) |
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[7347] | 297 | { |
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| 298 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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| 299 | } |
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[7338] | 300 | |
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[7346] | 301 | |
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[7338] | 302 | /** |
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| 303 | * @brief sets the Playmode |
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| 304 | * @param playmode the Playmode |
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| 305 | * @returns true on success, false otherwise |
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| 306 | */ |
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[7339] | 307 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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[7173] | 308 | { |
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[7338] | 309 | if (!this->playmodeSupported(playmode)) |
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| 310 | return false; |
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| 311 | else |
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[7345] | 312 | { |
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[7347] | 313 | this->enterPlaymode(playmode); |
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[7338] | 314 | this->playmode = playmode; |
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[7345] | 315 | return true; |
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| 316 | } |
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[7173] | 317 | } |
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| 318 | |
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[7346] | 319 | /** |
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| 320 | * @brief This function look, that the Playable rotates to the given rotation. |
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| 321 | * @param angle the Angle around |
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| 322 | * @param dirX directionX |
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| 323 | * @param dirY directionY |
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| 324 | * @param dirZ directionZ |
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| 325 | * @param speed how fast to turn there. |
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| 326 | */ |
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| 327 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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| 328 | { |
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| 329 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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| 330 | } |
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[7173] | 331 | |
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[5872] | 332 | /** |
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[7346] | 333 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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| 334 | * @param playmode the Playmode to enter. |
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| 335 | * |
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| 336 | * In this function all the actions that are required to enter the Playmode are described. |
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| 337 | * e.g: camera, rotation, wait cycle and so on... |
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[7347] | 338 | * |
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| 339 | * on enter of this function the playmode is still the old playmode. |
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[7346] | 340 | */ |
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| 341 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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| 342 | { |
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[7347] | 343 | switch(playmode) |
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| 344 | { |
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| 345 | default: |
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| 346 | this->attachCamera(); |
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| 347 | break; |
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| 348 | case Playable::Horizontal: |
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| 349 | this->setCameraMode(Camera::ViewTop); |
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| 350 | break; |
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| 351 | case Playable::Vertical: |
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| 352 | this->setCameraMode(Camera::ViewLeft); |
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| 353 | break; |
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| 354 | case Playable::FromBehind: |
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| 355 | this->setCameraMode(Camera::ViewBehind); |
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| 356 | break; |
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| 357 | } |
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[7346] | 358 | } |
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| 359 | /** |
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[6436] | 360 | * @brief helps us colliding Playables |
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[7346] | 361 | * @param entity the Entity to collide |
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| 362 | * @param location where the collision occured. |
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[6436] | 363 | */ |
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| 364 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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| 365 | { |
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[7072] | 366 | if (entity == collider) |
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| 367 | return; |
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| 368 | collider = entity; |
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| 369 | |
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[7121] | 370 | if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) |
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[6966] | 371 | { |
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[7072] | 372 | this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); |
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[6966] | 373 | // EXTREME HACK |
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[7072] | 374 | if (this->getHealth() <= 0.0f) |
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[6966] | 375 | { |
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| 376 | this->die(); |
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[7482] | 377 | |
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| 378 | if( State::getGameRules() != NULL) |
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| 379 | State::getGameRules()->registerKill(Kill(entity, this)); |
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[6966] | 380 | } |
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| 381 | } |
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| 382 | } |
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[6436] | 383 | |
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[6966] | 384 | |
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[7044] | 385 | void Playable::respawn() |
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[6966] | 386 | { |
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[7044] | 387 | PRINTF(0)("Playable respawn\n"); |
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| 388 | // only if this is the spaceship of the player |
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| 389 | if( this == State::getPlayer()->getPlayable()) |
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| 390 | State::getGameRules()->onPlayerSpawn(); |
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[6966] | 391 | |
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[7085] | 392 | |
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[7082] | 393 | if( this->getOwner() % 2 == 0) |
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| 394 | { |
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[7338] | 395 | // this->toList(OM_GROUP_00); |
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[7082] | 396 | this->setAbsCoor(213.37, 57.71, -47.98); |
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[7100] | 397 | this->setAbsDir(0, 0, 1, 0); |
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[7082] | 398 | } |
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[6966] | 399 | else |
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[7099] | 400 | { // red team |
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[7338] | 401 | // this->toList(OM_GROUP_01); |
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[7082] | 402 | this->setAbsCoor(-314.450, 40.701, 83.554); |
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[7100] | 403 | this->setAbsDir(1.0, -0.015, -0.012, 0.011); |
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[7082] | 404 | } |
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[7118] | 405 | this->reset(); |
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| 406 | this->bDead = false; |
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[6436] | 407 | } |
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| 408 | |
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[6966] | 409 | |
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[7088] | 410 | |
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[7044] | 411 | void Playable::die() |
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| 412 | { |
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[7119] | 413 | Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); |
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| 414 | |
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| 415 | |
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[7118] | 416 | if( !this->bDead) |
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| 417 | { |
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| 418 | PRINTF(0)("Playable dies\n"); |
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[7338] | 419 | // only if this is the spaceship of the player |
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[7118] | 420 | if (State::isOnline()) |
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| 421 | { |
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| 422 | if( this == State::getPlayer()->getPlayable()) |
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| 423 | State::getGameRules()->onPlayerDeath(); |
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[7044] | 424 | |
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[7338] | 425 | // this->toList(OM_GROUP_05); |
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| 426 | //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that |
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[7118] | 427 | this->setAbsCoor(-2000.0, -2000.0, -2000.0); |
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[7078] | 428 | |
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[7338] | 429 | //explosion hack |
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[7118] | 430 | |
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| 431 | } |
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| 432 | this->bDead = true; |
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[7072] | 433 | } |
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[7044] | 434 | } |
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| 435 | |
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| 436 | |
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[6986] | 437 | |
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| 438 | |
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| 439 | |
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[5896] | 440 | /** |
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[7346] | 441 | * @brief add an event to the event list of events this Playable can capture |
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[5898] | 442 | * @param eventType the Type of event to add |
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[5889] | 443 | */ |
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[5896] | 444 | void Playable::registerEvent(int eventType) |
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[5889] | 445 | { |
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| 446 | this->events.push_back(eventType); |
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| 447 | |
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[5896] | 448 | if (this->currentPlayer != NULL) |
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[7868] | 449 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
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[5889] | 450 | } |
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| 451 | |
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[5896] | 452 | /** |
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[7339] | 453 | * @brief remove an event to the event list this Playable can capture. |
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[5898] | 454 | * @param event the event to unregister. |
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[5896] | 455 | */ |
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| 456 | void Playable::unregisterEvent(int eventType) |
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| 457 | { |
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[7338] | 458 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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| 459 | this->events.erase(rmEvent); |
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[5889] | 460 | |
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[5896] | 461 | if (this->currentPlayer != NULL) |
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[7868] | 462 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
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[5896] | 463 | } |
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[5889] | 464 | |
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[6804] | 465 | /** |
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| 466 | * @brief ticks a Playable |
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| 467 | * @param dt: the passed time since the last Tick |
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| 468 | */ |
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| 469 | void Playable::tick(float dt) |
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| 470 | { |
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[7337] | 471 | this->weaponMan.tick(dt); |
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[6804] | 472 | if (this->bFire) |
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[7337] | 473 | weaponMan.fire(); |
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[6804] | 474 | } |
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[5896] | 475 | |
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[6804] | 476 | |
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| 477 | /** |
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| 478 | * @brief processes Playable events. |
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| 479 | * @param event the Captured Event. |
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| 480 | */ |
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| 481 | void Playable::process(const Event &event) |
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| 482 | { |
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| 483 | if( event.type == KeyMapper::PEV_FIRE1) |
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| 484 | this->bFire = event.bPressed; |
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| 485 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 486 | { |
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| 487 | this->nextWeaponConfig(); |
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| 488 | } |
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| 489 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 490 | this->previousWeaponConfig(); |
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| 491 | } |
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| 492 | |
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| 493 | |
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[6959] | 494 | |
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[7346] | 495 | /** |
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| 496 | * @brief converts a string into a Playable::Playmode. |
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| 497 | * @param playmode the string naming the Playable::Playmode to convert. |
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| 498 | * @returns the Playable::Playmode converted from playmode. |
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| 499 | */ |
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[7339] | 500 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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| 501 | { |
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[7412] | 502 | if (playmode == Playable::playmodeNames[0]) |
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[7339] | 503 | return Playable::Vertical; |
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[7412] | 504 | if (playmode == Playable::playmodeNames[1]) |
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[7339] | 505 | return Playable::Horizontal; |
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[7412] | 506 | if (playmode == Playable::playmodeNames[2]) |
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[7339] | 507 | return Playable::FromBehind; |
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[7412] | 508 | if (playmode == Playable::playmodeNames[3]) |
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[7339] | 509 | return Playable::Full3D; |
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[8055] | 510 | if (playmode == Playable::playmodeNames[4]) |
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| 511 | return Playable::FirstPerson; |
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[7339] | 512 | |
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| 513 | return Playable::Full3D; |
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| 514 | } |
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| 515 | |
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[7346] | 516 | |
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| 517 | /** |
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| 518 | * @brief converts a playmode into a string. |
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| 519 | * @param playmode the Playable::Playmode to convert. |
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| 520 | * @returns the String. |
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| 521 | */ |
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[7412] | 522 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
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[7339] | 523 | { |
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| 524 | switch(playmode) |
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| 525 | { |
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| 526 | case Playable::Vertical: |
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[7412] | 527 | return Playable::playmodeNames[0]; |
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[7339] | 528 | case Playable::Horizontal: |
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[7412] | 529 | return Playable::playmodeNames[1]; |
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[7339] | 530 | case Playable::FromBehind: |
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[7412] | 531 | return Playable::playmodeNames[2]; |
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[7339] | 532 | case Playable::Full3D: |
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[7412] | 533 | return Playable::playmodeNames[3]; |
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[8055] | 534 | case Playable::FirstPerson: |
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| 535 | return Playable::playmodeNames[4]; |
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[7339] | 536 | |
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| 537 | default: |
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[7412] | 538 | return Playable::playmodeNames[3]; |
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[7339] | 539 | } |
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[7412] | 540 | } |
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[7339] | 541 | |
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[7412] | 542 | /** |
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| 543 | * @brief PlaymodeNames |
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| 544 | */ |
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| 545 | const std::string Playable::playmodeNames[] = |
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| 546 | { |
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| 547 | "Vertical", |
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| 548 | "Horizontal", |
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| 549 | "FromBehind", |
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[8055] | 550 | "Full3D", |
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| 551 | "FirstPerson" |
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[7412] | 552 | }; |
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