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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12 | main-programmer: Silvan Nellen |
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13 | co-programmer: Benjamin Knecht |
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14 | */ |
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15 | |
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16 | |
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17 | #include "playable.h" |
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18 | #include "event_handler.h" |
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19 | |
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20 | #include "player.h" |
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21 | #include "state.h" |
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22 | #include "camera.h" |
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23 | |
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24 | #include "util/loading/load_param.h" |
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25 | |
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26 | #include "power_ups/weapon_power_up.h" |
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27 | #include "power_ups/param_power_up.h" |
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28 | |
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29 | #include "game_rules.h" |
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30 | |
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31 | #include "dot_emitter.h" |
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32 | #include "sprite_particles.h" |
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33 | |
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34 | #include "shared_network_data.h" |
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35 | |
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36 | #include "effects/explosion.h" |
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37 | |
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38 | #include "shell_command.h" |
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39 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
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40 | ->setAlias("orxoWeapon"); |
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41 | |
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42 | |
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43 | Playable::Playable() |
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44 | : weaponMan(this), |
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45 | supportedPlaymodes(Playable::Full3D), |
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46 | playmode(Playable::Full3D) |
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47 | { |
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48 | this->setClassID(CL_PLAYABLE, "Playable"); |
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49 | PRINTF(4)("PLAYABLE INIT\n"); |
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50 | |
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51 | this->toList(OM_GROUP_01); |
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52 | |
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53 | // the reference to the Current Player is NULL, because we dont have one at the beginning. |
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54 | this->currentPlayer = NULL; |
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55 | |
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56 | this->bFire = false; |
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57 | this->oldFlags = 0; |
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58 | |
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59 | this->setSynchronized(true); |
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60 | |
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61 | this->score = 0; |
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62 | this->oldScore = 0; |
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63 | |
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64 | this->bDead = false; |
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65 | } |
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66 | |
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67 | |
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68 | /** |
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69 | * @brief destroys the Playable |
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70 | */ |
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71 | Playable::~Playable() |
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72 | { |
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73 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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74 | // this->setPlayer(NULL); |
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75 | // IN ITS DESTRUCTOR. |
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76 | assert(this->currentPlayer == NULL); |
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77 | } |
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78 | |
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79 | /** |
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80 | * @brief loads Playable parameters onto the Playable |
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81 | * @param root the XML-root to load from |
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82 | */ |
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83 | void Playable::loadParams(const TiXmlElement* root) |
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84 | { |
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85 | WorldEntity::loadParams(root); |
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86 | |
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87 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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88 | } |
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89 | |
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90 | /** |
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91 | * @brief picks up a powerup |
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92 | * @param powerUp the PowerUp that should be picked. |
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93 | * @returns true on success (pickup was picked, false otherwise) |
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94 | * |
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95 | * This function also checks if the Pickup can be picked up by this Playable |
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96 | */ |
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97 | bool Playable::pickup(PowerUp* powerUp) |
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98 | { |
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99 | if(powerUp->isA(CL_WEAPON_POWER_UP)) |
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100 | { |
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101 | return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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102 | } |
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103 | else if(powerUp->isA(CL_PARAM_POWER_UP)) |
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104 | { |
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105 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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106 | switch(ppu->getType()) |
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107 | { |
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108 | case POWERUP_PARAM_HEALTH: |
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109 | this->increaseHealth(ppu->getValue()); |
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110 | return true; |
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111 | case POWERUP_PARAM_MAX_HEALTH: |
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112 | this->increaseHealthMax(ppu->getValue()); |
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113 | return true; |
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114 | } |
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115 | } |
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116 | return false; |
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117 | } |
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118 | |
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119 | /** |
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120 | * @brief adds a Weapon to the Playable. |
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121 | * @param weapon the Weapon to add. |
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122 | * @param configID the Configuration ID to add this weapon to. |
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123 | * @param slotID the slotID to add the Weapon to. |
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124 | */ |
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125 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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126 | { |
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127 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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128 | { |
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129 | this->weaponConfigChanged(); |
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130 | return true; |
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131 | } |
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132 | else |
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133 | { |
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134 | if (weapon != NULL) |
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135 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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136 | weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); |
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137 | else |
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138 | PRINTF(2)("No weapon defined\n"); |
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139 | return false; |
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140 | |
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141 | } |
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142 | } |
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143 | |
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144 | /** |
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145 | * @brief removes a Weapon. |
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146 | * @param weapon the Weapon to remove. |
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147 | */ |
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148 | void Playable::removeWeapon(Weapon* weapon) |
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149 | { |
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150 | this->weaponMan.removeWeapon(weapon); |
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151 | |
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152 | this->weaponConfigChanged(); |
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153 | } |
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154 | |
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155 | /** |
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156 | * @brief jumps to the next WeaponConfiguration |
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157 | */ |
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158 | void Playable::nextWeaponConfig() |
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159 | { |
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160 | this->weaponMan.nextWeaponConfig(); |
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161 | this->weaponConfigChanged(); |
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162 | } |
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163 | |
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164 | /** |
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165 | * @brief moves to the last WeaponConfiguration |
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166 | */ |
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167 | void Playable::previousWeaponConfig() |
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168 | { |
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169 | this->weaponMan.previousWeaponConfig(); |
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170 | this->weaponConfigChanged(); |
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171 | } |
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172 | |
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173 | /** |
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174 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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175 | * |
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176 | * TODO remove this |
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177 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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178 | */ |
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179 | void Playable::weaponConfigChanged() |
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180 | { |
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181 | if (this->currentPlayer != NULL) |
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182 | this->currentPlayer->weaponConfigChanged(); |
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183 | } |
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184 | |
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185 | /** |
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186 | * @brief a Cheat that gives us some Weapons |
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187 | */ |
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188 | void Playable::addSomeWeapons_CHEAT() |
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189 | { |
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190 | if (State::getPlayer() != NULL) |
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191 | { |
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192 | Playable* playable = State::getPlayer()->getPlayable(); |
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193 | if (playable != NULL) |
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194 | { |
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195 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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196 | playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); |
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197 | playable->addWeapon(Weapon::createWeapon(CL_TURRET)); |
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198 | playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); |
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199 | playable->addWeapon(Weapon::createWeapon(CL_CANNON)); |
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200 | playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); |
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201 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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202 | } |
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203 | } |
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204 | } |
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205 | |
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206 | /** |
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207 | * @brief subscribe to all events the controllable needs |
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208 | * @param player the player that shall controll this Playable |
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209 | * @returns false on error true otherwise. |
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210 | */ |
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211 | bool Playable::setPlayer(Player* player) |
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212 | { |
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213 | // if we already have a Player inside do nothing |
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214 | if (this->currentPlayer != NULL && player != NULL) |
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215 | { |
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216 | return false; |
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217 | } |
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218 | |
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219 | // eject the Player if player == NULL |
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220 | if (this->currentPlayer != NULL && player == NULL) |
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221 | { |
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222 | PRINTF(4)("Player gets ejected\n"); |
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223 | |
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224 | // unsubscibe all events. |
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225 | EventHandler* evh = EventHandler::getInstance(); |
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226 | std::vector<int>::iterator ev; |
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227 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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228 | evh->unsubscribe( ES_GAME, (*ev)); |
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229 | |
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230 | // leave the entity |
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231 | this->leave(); |
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232 | |
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233 | // eject the current Player. |
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234 | Player* ejectPlayer = this->currentPlayer; |
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235 | this->currentPlayer = NULL; |
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236 | // eject the Player. |
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237 | ejectPlayer->setPlayable(NULL); |
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238 | |
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239 | return true; |
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240 | } |
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241 | |
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242 | // get the new Player inside |
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243 | if (this->currentPlayer == NULL && player != NULL) |
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244 | { |
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245 | PRINTF(4)("New Player gets inside\n"); |
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246 | this->currentPlayer = player; |
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247 | if (this->currentPlayer->getPlayable() != this) |
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248 | this->currentPlayer->setPlayable(this); |
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249 | |
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250 | /*EventHandler*/ |
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251 | EventHandler* evh = EventHandler::getInstance(); |
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252 | std::vector<int>::iterator ev; |
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253 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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254 | evh->subscribe(player, ES_GAME, (*ev)); |
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255 | |
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256 | this->enter(); |
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257 | return true; |
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258 | } |
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259 | |
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260 | return false; |
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261 | } |
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262 | |
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263 | /** |
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264 | * @brief attaches the current Camera to this Playable |
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265 | * |
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266 | * this function can be derived, so that any Playable can make the attachment differently. |
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267 | */ |
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268 | void Playable::attachCamera() |
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269 | { |
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270 | State::getCameraNode()->setParentSoft(this); |
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271 | State::getCameraTargetNode()->setParentSoft(this); |
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272 | |
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273 | } |
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274 | |
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275 | /** |
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276 | * @brief detaches the Camera |
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277 | * @see void Playable::attachCamera() |
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278 | */ |
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279 | void Playable::detachCamera() |
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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 sets the CameraMode. |
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285 | * @param cameraMode: the Mode to switch to. |
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286 | */ |
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287 | void Playable::setCameraMode(unsigned int cameraMode) |
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288 | { |
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289 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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290 | } |
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291 | |
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292 | |
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293 | /** |
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294 | * @brief sets the Playmode |
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295 | * @param playmode the Playmode |
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296 | * @returns true on success, false otherwise |
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297 | */ |
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298 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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299 | { |
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300 | if (!this->playmodeSupported(playmode)) |
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301 | return false; |
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302 | else |
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303 | { |
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304 | this->enterPlaymode(playmode); |
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305 | this->playmode = playmode; |
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306 | return true; |
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307 | } |
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308 | } |
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309 | |
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310 | /** |
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311 | * @brief This function look, that the Playable rotates to the given rotation. |
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312 | * @param angle the Angle around |
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313 | * @param dirX directionX |
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314 | * @param dirY directionY |
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315 | * @param dirZ directionZ |
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316 | * @param speed how fast to turn there. |
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317 | */ |
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318 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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319 | { |
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320 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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321 | } |
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322 | |
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323 | /** |
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324 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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325 | * @param playmode the Playmode to enter. |
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326 | * |
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327 | * In this function all the actions that are required to enter the Playmode are described. |
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328 | * e.g: camera, rotation, wait cycle and so on... |
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329 | * |
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330 | * on enter of this function the playmode is still the old playmode. |
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331 | */ |
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332 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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333 | { |
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334 | switch(playmode) |
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335 | { |
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336 | default: |
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337 | this->attachCamera(); |
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338 | break; |
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339 | case Playable::Horizontal: |
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340 | this->setCameraMode(Camera::ViewTop); |
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341 | break; |
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342 | case Playable::Vertical: |
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343 | this->setCameraMode(Camera::ViewLeft); |
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344 | break; |
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345 | case Playable::FromBehind: |
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346 | this->setCameraMode(Camera::ViewBehind); |
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347 | break; |
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348 | } |
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349 | } |
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350 | /** |
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351 | * @brief helps us colliding Playables |
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352 | * @param entity the Entity to collide |
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353 | * @param location where the collision occured. |
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354 | */ |
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355 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) |
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356 | { |
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357 | if (entity == collider) |
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358 | return; |
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359 | collider = entity; |
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360 | |
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361 | if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) |
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362 | { |
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363 | this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); |
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364 | // EXTREME HACK |
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365 | if (this->getHealth() <= 0.0f) |
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366 | { |
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367 | this->die(); |
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368 | } |
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369 | } |
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370 | } |
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371 | |
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372 | |
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373 | void Playable::respawn() |
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374 | { |
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375 | PRINTF(0)("Playable respawn\n"); |
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376 | // only if this is the spaceship of the player |
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377 | if( this == State::getPlayer()->getPlayable()) |
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378 | State::getGameRules()->onPlayerSpawn(); |
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379 | |
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380 | |
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381 | if( this->getOwner() % 2 == 0) |
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382 | { |
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383 | // this->toList(OM_GROUP_00); |
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384 | this->setAbsCoor(213.37, 57.71, -47.98); |
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385 | this->setAbsDir(0, 0, 1, 0); |
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386 | } |
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387 | else |
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388 | { // red team |
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389 | // this->toList(OM_GROUP_01); |
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390 | this->setAbsCoor(-314.450, 40.701, 83.554); |
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391 | this->setAbsDir(1.0, -0.015, -0.012, 0.011); |
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392 | } |
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393 | this->reset(); |
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394 | this->bDead = false; |
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395 | } |
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396 | |
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397 | |
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398 | |
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399 | void Playable::die() |
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400 | { |
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401 | Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); |
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402 | |
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403 | |
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404 | if( !this->bDead) |
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405 | { |
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406 | PRINTF(0)("Playable dies\n"); |
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407 | // only if this is the spaceship of the player |
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408 | if (State::isOnline()) |
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409 | { |
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410 | if( this == State::getPlayer()->getPlayable()) |
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411 | State::getGameRules()->onPlayerDeath(); |
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412 | |
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413 | // this->toList(OM_GROUP_05); |
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414 | //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that |
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415 | this->setAbsCoor(-2000.0, -2000.0, -2000.0); |
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416 | |
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417 | //explosion hack |
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418 | |
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419 | } |
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420 | this->bDead = true; |
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421 | } |
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422 | } |
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423 | |
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424 | |
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425 | |
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426 | |
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427 | |
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428 | /** |
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429 | * @brief add an event to the event list of events this Playable can capture |
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430 | * @param eventType the Type of event to add |
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431 | */ |
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432 | void Playable::registerEvent(int eventType) |
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433 | { |
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434 | this->events.push_back(eventType); |
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435 | |
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436 | if (this->currentPlayer != NULL) |
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437 | EventHandler::getInstance()->subscribe(this->currentPlayer, ES_GAME, eventType); |
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438 | } |
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439 | |
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440 | /** |
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441 | * @brief remove an event to the event list this Playable can capture. |
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442 | * @param event the event to unregister. |
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443 | */ |
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444 | void Playable::unregisterEvent(int eventType) |
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445 | { |
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446 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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447 | this->events.erase(rmEvent); |
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448 | |
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449 | if (this->currentPlayer != NULL) |
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450 | EventHandler::getInstance()->unsubscribe(ES_GAME, eventType); |
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451 | } |
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452 | |
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453 | /** |
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454 | * @brief ticks a Playable |
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455 | * @param dt: the passed time since the last Tick |
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456 | */ |
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457 | void Playable::tick(float dt) |
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458 | { |
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459 | this->weaponMan.tick(dt); |
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460 | if (this->bFire) |
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461 | weaponMan.fire(); |
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462 | } |
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463 | |
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464 | |
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465 | /** |
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466 | * @brief processes Playable events. |
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467 | * @param event the Captured Event. |
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468 | */ |
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469 | void Playable::process(const Event &event) |
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470 | { |
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471 | if( event.type == KeyMapper::PEV_FIRE1) |
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472 | this->bFire = event.bPressed; |
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473 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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474 | { |
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475 | this->nextWeaponConfig(); |
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476 | } |
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477 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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478 | this->previousWeaponConfig(); |
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479 | } |
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480 | |
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481 | |
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482 | #define DATA_FLAGS 1 |
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483 | #define DATA_SCORE 2 |
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484 | |
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485 | #define FLAGS_bFire 1 |
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486 | |
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487 | int Playable::writeSync( const byte * data, int length, int sender ) |
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488 | { |
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489 | SYNCHELP_READ_BEGIN(); |
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490 | |
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491 | byte b; |
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492 | SYNCHELP_READ_BYTE( b, NWT_PL_B ); |
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493 | |
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494 | byte flags; |
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495 | |
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496 | if ( b == DATA_FLAGS ) |
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497 | { |
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498 | SYNCHELP_READ_BYTE( flags, NWT_PL_FLAGS ); |
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499 | |
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500 | bFire = (flags & FLAGS_bFire) != 0; |
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501 | |
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502 | return SYNCHELP_READ_N; |
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503 | } |
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504 | |
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505 | if ( b == DATA_SCORE ) |
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506 | { |
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507 | int newScore; |
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508 | SYNCHELP_READ_BYTE( newScore, NWT_PL_SCORE ); |
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509 | setScore( newScore ); |
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510 | |
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511 | return SYNCHELP_READ_N; |
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512 | } |
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513 | |
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514 | return SYNCHELP_READ_N; |
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515 | } |
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516 | |
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517 | int Playable::readSync( byte * data, int maxLength ) |
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518 | { |
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519 | SYNCHELP_WRITE_BEGIN(); |
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520 | |
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521 | if ( score != oldScore && isServer() ) |
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522 | { |
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523 | SYNCHELP_WRITE_BYTE( DATA_SCORE, NWT_PL_B); |
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524 | SYNCHELP_WRITE_INT( score, NWT_PL_SCORE ); |
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525 | oldScore = score; |
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526 | |
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527 | return SYNCHELP_WRITE_N; |
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528 | } |
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529 | |
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530 | byte flags = 0; |
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531 | |
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532 | if ( bFire ) |
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533 | flags |= FLAGS_bFire; |
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534 | |
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535 | |
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536 | SYNCHELP_WRITE_BYTE( DATA_FLAGS, NWT_PL_B); |
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537 | SYNCHELP_WRITE_BYTE( flags, NWT_PL_FLAGS ); |
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538 | oldFlags = flags; |
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539 | |
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540 | |
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541 | return SYNCHELP_WRITE_N; |
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542 | } |
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543 | |
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544 | bool Playable::needsReadSync( ) |
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545 | { |
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546 | if ( score != oldScore && isServer() ) |
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547 | return true; |
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548 | |
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549 | byte flags = 0; |
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550 | |
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551 | if ( bFire ) |
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552 | flags |= FLAGS_bFire; |
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553 | |
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554 | return flags!=oldFlags; |
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555 | } |
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556 | |
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557 | |
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558 | /** |
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559 | * @brief converts a string into a Playable::Playmode. |
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560 | * @param playmode the string naming the Playable::Playmode to convert. |
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561 | * @returns the Playable::Playmode converted from playmode. |
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562 | */ |
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563 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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564 | { |
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565 | if (playmode == "Vertical") |
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566 | return Playable::Vertical; |
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567 | if (playmode == "Horizontal") |
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568 | return Playable::Horizontal; |
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569 | if (playmode == "FromBehind") |
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570 | return Playable::FromBehind; |
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571 | if (playmode == "Full3D") |
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572 | return Playable::Full3D; |
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573 | |
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574 | return Playable::Full3D; |
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575 | } |
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576 | |
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577 | |
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578 | /** |
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579 | * @brief converts a playmode into a string. |
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580 | * @param playmode the Playable::Playmode to convert. |
---|
581 | * @returns the String. |
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582 | */ |
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583 | const char* Playable::playmodeToString(Playable::Playmode playmode) |
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584 | { |
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585 | switch(playmode) |
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586 | { |
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587 | case Playable::Vertical: |
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588 | return "Vertical"; |
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589 | case Playable::Horizontal: |
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590 | return "Horizontal"; |
---|
591 | case Playable::FromBehind: |
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592 | return "FromBehind"; |
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593 | case Playable::Full3D: |
---|
594 | return "Full3D"; |
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595 | |
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596 | default: |
---|
597 | return "Full3D"; |
---|
598 | } |
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599 | |
---|
600 | } |
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