[5838] | 1 | /* |
---|
| 2 | orxonox - the future of 3D-vertical-scrollers |
---|
| 3 | |
---|
| 4 | Copyright (C) 2004 orx |
---|
| 5 | |
---|
| 6 | This program is free software; you can redistribute it and/or modify |
---|
| 7 | it under the terms of the GNU General Public License as published by |
---|
| 8 | the Free Software Foundation; either version 2, or (at your option) |
---|
| 9 | any later version. |
---|
| 10 | |
---|
| 11 | ### File Specific: |
---|
[5841] | 12 | main-programmer: Silvan Nellen |
---|
| 13 | co-programmer: Benjamin Knecht |
---|
[5838] | 14 | */ |
---|
| 15 | |
---|
[5881] | 16 | |
---|
[5838] | 17 | #include "playable.h" |
---|
[5895] | 18 | |
---|
[7868] | 19 | #include "key_mapper.h" |
---|
| 20 | |
---|
[5875] | 21 | #include "player.h" |
---|
[6241] | 22 | #include "state.h" |
---|
[7347] | 23 | #include "camera.h" |
---|
| 24 | |
---|
[7193] | 25 | #include "util/loading/load_param.h" |
---|
[5838] | 26 | |
---|
[6547] | 27 | #include "power_ups/weapon_power_up.h" |
---|
| 28 | #include "power_ups/param_power_up.h" |
---|
[5872] | 29 | |
---|
[7044] | 30 | #include "game_rules.h" |
---|
[6547] | 31 | |
---|
[6959] | 32 | #include "dot_emitter.h" |
---|
| 33 | #include "sprite_particles.h" |
---|
| 34 | |
---|
[7121] | 35 | #include "shared_network_data.h" |
---|
| 36 | |
---|
[7118] | 37 | #include "effects/explosion.h" |
---|
[7482] | 38 | #include "kill.cc" |
---|
[6959] | 39 | |
---|
[7350] | 40 | #include "shell_command.h" |
---|
[7356] | 41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
---|
| 42 | ->setAlias("orxoWeapon"); |
---|
[7118] | 43 | |
---|
[7350] | 44 | |
---|
[5838] | 45 | Playable::Playable() |
---|
[7338] | 46 | : weaponMan(this), |
---|
| 47 | supportedPlaymodes(Playable::Full3D), |
---|
| 48 | playmode(Playable::Full3D) |
---|
[5838] | 49 | { |
---|
[6442] | 50 | this->setClassID(CL_PLAYABLE, "Playable"); |
---|
| 51 | PRINTF(4)("PLAYABLE INIT\n"); |
---|
| 52 | |
---|
| 53 | this->toList(OM_GROUP_01); |
---|
| 54 | |
---|
| 55 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
---|
| 56 | this->currentPlayer = NULL; |
---|
[6695] | 57 | |
---|
[6804] | 58 | this->bFire = false; |
---|
[6868] | 59 | this->oldFlags = 0; |
---|
[6804] | 60 | |
---|
[6695] | 61 | this->setSynchronized(true); |
---|
[6959] | 62 | |
---|
| 63 | this->score = 0; |
---|
[7713] | 64 | this->collider = NULL; |
---|
[9061] | 65 | this->enterRadius = 10.0f; |
---|
[6959] | 66 | |
---|
[7118] | 67 | this->bDead = false; |
---|
[9008] | 68 | |
---|
[8490] | 69 | |
---|
[9656] | 70 | this->teamChangeHandler = registerVarId( new SynchronizeableInt( &this->teamId, &this->teamId, "team-id", PERMISSION_MASTER_SERVER ) ); |
---|
| 71 | |
---|
| 72 | registerVar( new SynchronizeableInt( &score, &score, "score", PERMISSION_MASTER_SERVER ) ); |
---|
[7954] | 73 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); |
---|
[5838] | 74 | } |
---|
| 75 | |
---|
[6695] | 76 | |
---|
[7346] | 77 | /** |
---|
| 78 | * @brief destroys the Playable |
---|
| 79 | */ |
---|
[5875] | 80 | Playable::~Playable() |
---|
[5838] | 81 | { |
---|
[6986] | 82 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
---|
| 83 | // this->setPlayer(NULL); |
---|
| 84 | // IN ITS DESTRUCTOR. |
---|
[8316] | 85 | |
---|
[6986] | 86 | assert(this->currentPlayer == NULL); |
---|
[5875] | 87 | } |
---|
| 88 | |
---|
[7346] | 89 | /** |
---|
| 90 | * @brief loads Playable parameters onto the Playable |
---|
| 91 | * @param root the XML-root to load from |
---|
| 92 | */ |
---|
[7092] | 93 | void Playable::loadParams(const TiXmlElement* root) |
---|
| 94 | { |
---|
| 95 | WorldEntity::loadParams(root); |
---|
| 96 | |
---|
[7346] | 97 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
---|
[9061] | 98 | LoadParam(root, "enter-radius", this, Playable, setEnterRadius) |
---|
| 99 | .describe("The Distance one can enter the ship from."); |
---|
[7092] | 100 | } |
---|
| 101 | |
---|
[7346] | 102 | /** |
---|
| 103 | * @brief picks up a powerup |
---|
| 104 | * @param powerUp the PowerUp that should be picked. |
---|
| 105 | * @returns true on success (pickup was picked, false otherwise) |
---|
| 106 | * |
---|
| 107 | * This function also checks if the Pickup can be picked up by this Playable |
---|
| 108 | */ |
---|
| 109 | bool Playable::pickup(PowerUp* powerUp) |
---|
| 110 | { |
---|
| 111 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
---|
| 112 | { |
---|
| 113 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
---|
| 114 | } |
---|
| 115 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
---|
| 116 | { |
---|
| 117 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
---|
| 118 | switch(ppu->getType()) |
---|
| 119 | { |
---|
| 120 | case POWERUP_PARAM_HEALTH: |
---|
| 121 | this->increaseHealth(ppu->getValue()); |
---|
| 122 | return true; |
---|
| 123 | case POWERUP_PARAM_MAX_HEALTH: |
---|
| 124 | this->increaseHealthMax(ppu->getValue()); |
---|
| 125 | return true; |
---|
[8316] | 126 | default: |
---|
| 127 | /// EVERYTHING THAT IS NOT HANDLED |
---|
| 128 | /// FIXME |
---|
| 129 | return false; |
---|
[7346] | 130 | } |
---|
| 131 | } |
---|
| 132 | return false; |
---|
| 133 | } |
---|
| 134 | |
---|
| 135 | /** |
---|
| 136 | * @brief adds a Weapon to the Playable. |
---|
| 137 | * @param weapon the Weapon to add. |
---|
| 138 | * @param configID the Configuration ID to add this weapon to. |
---|
| 139 | * @param slotID the slotID to add the Weapon to. |
---|
| 140 | */ |
---|
[7350] | 141 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
---|
[6443] | 142 | { |
---|
[9656] | 143 | weapon->setOwner(this->getOwner()); |
---|
| 144 | |
---|
| 145 | |
---|
[7350] | 146 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
---|
| 147 | { |
---|
| 148 | this->weaponConfigChanged(); |
---|
| 149 | return true; |
---|
| 150 | } |
---|
| 151 | else |
---|
| 152 | { |
---|
| 153 | if (weapon != NULL) |
---|
| 154 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
---|
[9406] | 155 | weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); |
---|
[7350] | 156 | else |
---|
| 157 | PRINTF(2)("No weapon defined\n"); |
---|
| 158 | return false; |
---|
[6443] | 159 | |
---|
[7350] | 160 | } |
---|
[6443] | 161 | } |
---|
| 162 | |
---|
[7346] | 163 | /** |
---|
| 164 | * @brief removes a Weapon. |
---|
| 165 | * @param weapon the Weapon to remove. |
---|
| 166 | */ |
---|
[6443] | 167 | void Playable::removeWeapon(Weapon* weapon) |
---|
| 168 | { |
---|
[7337] | 169 | this->weaponMan.removeWeapon(weapon); |
---|
[6443] | 170 | |
---|
[7338] | 171 | this->weaponConfigChanged(); |
---|
[6443] | 172 | } |
---|
| 173 | |
---|
[7346] | 174 | /** |
---|
| 175 | * @brief jumps to the next WeaponConfiguration |
---|
| 176 | */ |
---|
[6444] | 177 | void Playable::nextWeaponConfig() |
---|
| 178 | { |
---|
[7337] | 179 | this->weaponMan.nextWeaponConfig(); |
---|
[7338] | 180 | this->weaponConfigChanged(); |
---|
[6444] | 181 | } |
---|
[6443] | 182 | |
---|
[7346] | 183 | /** |
---|
| 184 | * @brief moves to the last WeaponConfiguration |
---|
| 185 | */ |
---|
[6444] | 186 | void Playable::previousWeaponConfig() |
---|
| 187 | { |
---|
[7337] | 188 | this->weaponMan.previousWeaponConfig(); |
---|
[7338] | 189 | this->weaponConfigChanged(); |
---|
[6444] | 190 | } |
---|
| 191 | |
---|
[7346] | 192 | /** |
---|
| 193 | * @brief tells the Player, that the Weapon-Configuration has changed. |
---|
| 194 | * |
---|
| 195 | * TODO remove this |
---|
| 196 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
---|
| 197 | */ |
---|
[6568] | 198 | void Playable::weaponConfigChanged() |
---|
| 199 | { |
---|
[6578] | 200 | if (this->currentPlayer != NULL) |
---|
| 201 | this->currentPlayer->weaponConfigChanged(); |
---|
[6568] | 202 | } |
---|
[6444] | 203 | |
---|
[7350] | 204 | /** |
---|
| 205 | * @brief a Cheat that gives us some Weapons |
---|
| 206 | */ |
---|
| 207 | void Playable::addSomeWeapons_CHEAT() |
---|
| 208 | { |
---|
[7351] | 209 | if (State::getPlayer() != NULL) |
---|
| 210 | { |
---|
| 211 | Playable* playable = State::getPlayer()->getPlayable(); |
---|
| 212 | if (playable != NULL) |
---|
| 213 | { |
---|
| 214 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
---|
| 215 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
---|
| 216 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
---|
| 217 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
---|
| 218 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
---|
| 219 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
---|
| 220 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
---|
| 221 | } |
---|
| 222 | } |
---|
[7350] | 223 | } |
---|
[7346] | 224 | |
---|
[7173] | 225 | /** |
---|
[7346] | 226 | * @brief subscribe to all events the controllable needs |
---|
| 227 | * @param player the player that shall controll this Playable |
---|
| 228 | * @returns false on error true otherwise. |
---|
| 229 | */ |
---|
| 230 | bool Playable::setPlayer(Player* player) |
---|
| 231 | { |
---|
| 232 | // if we already have a Player inside do nothing |
---|
| 233 | if (this->currentPlayer != NULL && player != NULL) |
---|
| 234 | { |
---|
| 235 | return false; |
---|
| 236 | } |
---|
| 237 | |
---|
| 238 | // eject the Player if player == NULL |
---|
| 239 | if (this->currentPlayer != NULL && player == NULL) |
---|
| 240 | { |
---|
| 241 | PRINTF(4)("Player gets ejected\n"); |
---|
| 242 | |
---|
| 243 | // unsubscibe all events. |
---|
| 244 | std::vector<int>::iterator ev; |
---|
| 245 | for (ev = this->events.begin(); ev != events.end(); ev++) |
---|
[7868] | 246 | player->unsubscribeEvent(ES_GAME, (*ev)); |
---|
[7346] | 247 | |
---|
| 248 | // leave the entity |
---|
| 249 | this->leave(); |
---|
| 250 | |
---|
| 251 | // eject the current Player. |
---|
| 252 | Player* ejectPlayer = this->currentPlayer; |
---|
| 253 | this->currentPlayer = NULL; |
---|
| 254 | // eject the Player. |
---|
| 255 | ejectPlayer->setPlayable(NULL); |
---|
| 256 | |
---|
| 257 | return true; |
---|
| 258 | } |
---|
| 259 | |
---|
| 260 | // get the new Player inside |
---|
| 261 | if (this->currentPlayer == NULL && player != NULL) |
---|
| 262 | { |
---|
| 263 | PRINTF(4)("New Player gets inside\n"); |
---|
| 264 | this->currentPlayer = player; |
---|
| 265 | if (this->currentPlayer->getPlayable() != this) |
---|
| 266 | this->currentPlayer->setPlayable(this); |
---|
| 267 | |
---|
| 268 | /*EventHandler*/ |
---|
| 269 | std::vector<int>::iterator ev; |
---|
| 270 | for (ev = this->events.begin(); ev != events.end(); ev++) |
---|
[7868] | 271 | player->subscribeEvent(ES_GAME, (*ev)); |
---|
[7346] | 272 | |
---|
| 273 | this->enter(); |
---|
| 274 | return true; |
---|
| 275 | } |
---|
| 276 | |
---|
| 277 | return false; |
---|
| 278 | } |
---|
| 279 | |
---|
[9656] | 280 | |
---|
[7346] | 281 | /** |
---|
[9656] | 282 | * @brief sets the TeamID and all the properties needed to be visible on the Playable |
---|
| 283 | * @param teamID: the new TeamID of the Entity |
---|
| 284 | */ |
---|
| 285 | void Playable::setTeam(int teamID) |
---|
| 286 | { |
---|
| 287 | /// Derive this function to make it look different with differen groups. |
---|
| 288 | PRINTF(4)("No special team specific function implemented for %s::%s in Team %d\n", this->getClassCName(), this->getCName(), teamID); |
---|
| 289 | } |
---|
| 290 | |
---|
| 291 | |
---|
| 292 | /** |
---|
[7346] | 293 | * @brief attaches the current Camera to this Playable |
---|
| 294 | * |
---|
| 295 | * this function can be derived, so that any Playable can make the attachment differently. |
---|
| 296 | */ |
---|
| 297 | void Playable::attachCamera() |
---|
| 298 | { |
---|
| 299 | State::getCameraNode()->setParentSoft(this); |
---|
| 300 | State::getCameraTargetNode()->setParentSoft(this); |
---|
| 301 | |
---|
| 302 | } |
---|
| 303 | |
---|
| 304 | /** |
---|
| 305 | * @brief detaches the Camera |
---|
| 306 | * @see void Playable::attachCamera() |
---|
| 307 | */ |
---|
| 308 | void Playable::detachCamera() |
---|
[8147] | 309 | { |
---|
| 310 | } |
---|
[7346] | 311 | |
---|
| 312 | |
---|
| 313 | /** |
---|
[7173] | 314 | * @brief sets the CameraMode. |
---|
| 315 | * @param cameraMode: the Mode to switch to. |
---|
| 316 | */ |
---|
| 317 | void Playable::setCameraMode(unsigned int cameraMode) |
---|
[7347] | 318 | { |
---|
| 319 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
---|
| 320 | } |
---|
[7338] | 321 | |
---|
[7346] | 322 | |
---|
[7338] | 323 | /** |
---|
| 324 | * @brief sets the Playmode |
---|
| 325 | * @param playmode the Playmode |
---|
| 326 | * @returns true on success, false otherwise |
---|
| 327 | */ |
---|
[7339] | 328 | bool Playable::setPlaymode(Playable::Playmode playmode) |
---|
[7173] | 329 | { |
---|
[7338] | 330 | if (!this->playmodeSupported(playmode)) |
---|
| 331 | return false; |
---|
| 332 | else |
---|
[7345] | 333 | { |
---|
[7347] | 334 | this->enterPlaymode(playmode); |
---|
[7338] | 335 | this->playmode = playmode; |
---|
[7345] | 336 | return true; |
---|
| 337 | } |
---|
[7173] | 338 | } |
---|
| 339 | |
---|
[7346] | 340 | /** |
---|
| 341 | * @brief This function look, that the Playable rotates to the given rotation. |
---|
| 342 | * @param angle the Angle around |
---|
| 343 | * @param dirX directionX |
---|
| 344 | * @param dirY directionY |
---|
| 345 | * @param dirZ directionZ |
---|
| 346 | * @param speed how fast to turn there. |
---|
| 347 | */ |
---|
| 348 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
---|
| 349 | { |
---|
| 350 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
---|
| 351 | } |
---|
[7173] | 352 | |
---|
[5872] | 353 | /** |
---|
[7346] | 354 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
---|
| 355 | * @param playmode the Playmode to enter. |
---|
| 356 | * |
---|
| 357 | * In this function all the actions that are required to enter the Playmode are described. |
---|
| 358 | * e.g: camera, rotation, wait cycle and so on... |
---|
[7347] | 359 | * |
---|
| 360 | * on enter of this function the playmode is still the old playmode. |
---|
[7346] | 361 | */ |
---|
| 362 | void Playable::enterPlaymode(Playable::Playmode playmode) |
---|
| 363 | { |
---|
[7347] | 364 | switch(playmode) |
---|
| 365 | { |
---|
| 366 | default: |
---|
| 367 | this->attachCamera(); |
---|
| 368 | break; |
---|
| 369 | case Playable::Horizontal: |
---|
| 370 | this->setCameraMode(Camera::ViewTop); |
---|
| 371 | break; |
---|
| 372 | case Playable::Vertical: |
---|
| 373 | this->setCameraMode(Camera::ViewLeft); |
---|
| 374 | break; |
---|
| 375 | case Playable::FromBehind: |
---|
| 376 | this->setCameraMode(Camera::ViewBehind); |
---|
| 377 | break; |
---|
| 378 | } |
---|
[7346] | 379 | } |
---|
[7072] | 380 | |
---|
[7482] | 381 | |
---|
[7044] | 382 | void Playable::respawn() |
---|
[6966] | 383 | { |
---|
[7044] | 384 | PRINTF(0)("Playable respawn\n"); |
---|
| 385 | // only if this is the spaceship of the player |
---|
[9235] | 386 | if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable()) |
---|
[7044] | 387 | State::getGameRules()->onPlayerSpawn(); |
---|
[6966] | 388 | |
---|
[7118] | 389 | this->reset(); |
---|
| 390 | this->bDead = false; |
---|
[6436] | 391 | } |
---|
| 392 | |
---|
[6966] | 393 | |
---|
[7088] | 394 | |
---|
[8724] | 395 | |
---|
[9235] | 396 | void Playable::destroy(WorldEntity* killer) |
---|
[7044] | 397 | { |
---|
[7118] | 398 | if( !this->bDead) |
---|
| 399 | { |
---|
| 400 | PRINTF(0)("Playable dies\n"); |
---|
[7338] | 401 | // only if this is the spaceship of the player |
---|
[7118] | 402 | if (State::isOnline()) |
---|
| 403 | { |
---|
| 404 | if( this == State::getPlayer()->getPlayable()) |
---|
| 405 | State::getGameRules()->onPlayerDeath(); |
---|
| 406 | } |
---|
| 407 | this->bDead = true; |
---|
[9406] | 408 | |
---|
[9235] | 409 | if( State::getGameRules() != NULL) |
---|
| 410 | State::getGameRules()->registerKill(Kill(killer, this)); |
---|
[7072] | 411 | } |
---|
[7044] | 412 | } |
---|
| 413 | |
---|
| 414 | |
---|
[6986] | 415 | |
---|
| 416 | |
---|
| 417 | |
---|
[5896] | 418 | /** |
---|
[7346] | 419 | * @brief add an event to the event list of events this Playable can capture |
---|
[5898] | 420 | * @param eventType the Type of event to add |
---|
[5889] | 421 | */ |
---|
[5896] | 422 | void Playable::registerEvent(int eventType) |
---|
[5889] | 423 | { |
---|
| 424 | this->events.push_back(eventType); |
---|
| 425 | |
---|
[5896] | 426 | if (this->currentPlayer != NULL) |
---|
[7868] | 427 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
---|
[5889] | 428 | } |
---|
| 429 | |
---|
[5896] | 430 | /** |
---|
[7339] | 431 | * @brief remove an event to the event list this Playable can capture. |
---|
[5898] | 432 | * @param event the event to unregister. |
---|
[5896] | 433 | */ |
---|
| 434 | void Playable::unregisterEvent(int eventType) |
---|
| 435 | { |
---|
[7338] | 436 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
---|
| 437 | this->events.erase(rmEvent); |
---|
[5889] | 438 | |
---|
[5896] | 439 | if (this->currentPlayer != NULL) |
---|
[7868] | 440 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
---|
[5896] | 441 | } |
---|
[5889] | 442 | |
---|
[6804] | 443 | /** |
---|
| 444 | * @brief ticks a Playable |
---|
| 445 | * @param dt: the passed time since the last Tick |
---|
| 446 | */ |
---|
| 447 | void Playable::tick(float dt) |
---|
| 448 | { |
---|
[7337] | 449 | this->weaponMan.tick(dt); |
---|
[6804] | 450 | if (this->bFire) |
---|
[7337] | 451 | weaponMan.fire(); |
---|
[6804] | 452 | } |
---|
[5896] | 453 | |
---|
[6804] | 454 | |
---|
| 455 | /** |
---|
| 456 | * @brief processes Playable events. |
---|
| 457 | * @param event the Captured Event. |
---|
| 458 | */ |
---|
| 459 | void Playable::process(const Event &event) |
---|
| 460 | { |
---|
| 461 | if( event.type == KeyMapper::PEV_FIRE1) |
---|
| 462 | this->bFire = event.bPressed; |
---|
| 463 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
---|
| 464 | { |
---|
| 465 | this->nextWeaponConfig(); |
---|
| 466 | } |
---|
| 467 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
---|
| 468 | this->previousWeaponConfig(); |
---|
| 469 | } |
---|
| 470 | |
---|
| 471 | |
---|
[6959] | 472 | |
---|
[7346] | 473 | /** |
---|
| 474 | * @brief converts a string into a Playable::Playmode. |
---|
| 475 | * @param playmode the string naming the Playable::Playmode to convert. |
---|
| 476 | * @returns the Playable::Playmode converted from playmode. |
---|
| 477 | */ |
---|
[7339] | 478 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
---|
| 479 | { |
---|
[7412] | 480 | if (playmode == Playable::playmodeNames[0]) |
---|
[7339] | 481 | return Playable::Vertical; |
---|
[7412] | 482 | if (playmode == Playable::playmodeNames[1]) |
---|
[7339] | 483 | return Playable::Horizontal; |
---|
[7412] | 484 | if (playmode == Playable::playmodeNames[2]) |
---|
[7339] | 485 | return Playable::FromBehind; |
---|
[7412] | 486 | if (playmode == Playable::playmodeNames[3]) |
---|
[7339] | 487 | return Playable::Full3D; |
---|
[8055] | 488 | if (playmode == Playable::playmodeNames[4]) |
---|
| 489 | return Playable::FirstPerson; |
---|
[7339] | 490 | |
---|
| 491 | return Playable::Full3D; |
---|
| 492 | } |
---|
| 493 | |
---|
[7346] | 494 | |
---|
| 495 | /** |
---|
| 496 | * @brief converts a playmode into a string. |
---|
| 497 | * @param playmode the Playable::Playmode to convert. |
---|
| 498 | * @returns the String. |
---|
| 499 | */ |
---|
[7412] | 500 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
---|
[7339] | 501 | { |
---|
| 502 | switch(playmode) |
---|
| 503 | { |
---|
| 504 | case Playable::Vertical: |
---|
[7412] | 505 | return Playable::playmodeNames[0]; |
---|
[7339] | 506 | case Playable::Horizontal: |
---|
[7412] | 507 | return Playable::playmodeNames[1]; |
---|
[7339] | 508 | case Playable::FromBehind: |
---|
[7412] | 509 | return Playable::playmodeNames[2]; |
---|
[7339] | 510 | case Playable::Full3D: |
---|
[7412] | 511 | return Playable::playmodeNames[3]; |
---|
[8055] | 512 | case Playable::FirstPerson: |
---|
| 513 | return Playable::playmodeNames[4]; |
---|
[7339] | 514 | |
---|
| 515 | default: |
---|
[7412] | 516 | return Playable::playmodeNames[3]; |
---|
[7339] | 517 | } |
---|
[7412] | 518 | } |
---|
[7339] | 519 | |
---|
[7412] | 520 | /** |
---|
| 521 | * @brief PlaymodeNames |
---|
| 522 | */ |
---|
| 523 | const std::string Playable::playmodeNames[] = |
---|
| 524 | { |
---|
| 525 | "Vertical", |
---|
| 526 | "Horizontal", |
---|
| 527 | "FromBehind", |
---|
[8055] | 528 | "Full3D", |
---|
| 529 | "FirstPerson" |
---|
[7412] | 530 | }; |
---|
[9656] | 531 | |
---|
| 532 | |
---|
| 533 | /** |
---|
| 534 | * handler for changes on registred vars |
---|
| 535 | * @param id id's which changed |
---|
| 536 | */ |
---|
| 537 | void Playable::varChangeHandler( std::list< int > & id ) |
---|
| 538 | { |
---|
| 539 | if ( std::find( id.begin(), id.end(), this->teamChangeHandler) != id.end() ) |
---|
| 540 | { |
---|
| 541 | this->setTeam(this->teamId); |
---|
| 542 | } |
---|
| 543 | |
---|
| 544 | WorldEntity::varChangeHandler(id); |
---|
| 545 | } |
---|