| 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 | |
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| 19 | #include "key_mapper.h" |
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| 20 | |
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| 21 | #include "player.h" |
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| 22 | #include "state.h" |
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| 23 | #include "camera.h" |
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| 24 | |
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| 25 | #include "util/loading/load_param.h" |
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| 26 | |
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| 27 | #include "power_ups/weapon_power_up.h" |
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| 28 | #include "power_ups/param_power_up.h" |
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| 29 | |
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| 30 | #include "game_rules.h" |
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| 31 | |
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| 32 | #include "particles/dot_emitter.h" |
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| 33 | #include "particles/sprite_particles.h" |
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| 34 | |
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| 35 | #include "shared_network_data.h" |
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| 36 | |
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| 37 | #include "effects/explosion.h" |
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| 38 | #include "kill.cc" |
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| 39 | |
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| 40 | #include "shell_command.h" |
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| 41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) |
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| 42 | ->setAlias("orxoWeapon"); |
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| 43 | ObjectListDefinition(Playable); |
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| 44 | |
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| 45 | Playable::Playable() |
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| 46 | : weaponMan(this) |
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| 47 | ,supportedPlaymodes(Playable::Full3D), |
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| 48 | playmode(Playable::Full3D) |
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| 49 | { |
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| 50 | this->registerObject(this, Playable::_objectList); |
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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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| 57 | |
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| 58 | this->bFire = false; |
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| 59 | this->oldFlags = 0; |
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| 60 | |
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| 61 | this->setSynchronized(true); |
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| 62 | |
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| 63 | this->score = 0; |
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| 64 | this->collider = NULL; |
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| 65 | this->enterRadius = 10.0f; |
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| 66 | |
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| 67 | this->bDead = false; |
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| 68 | |
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| 69 | |
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| 70 | this->teamChangeHandler = registerVarId( new SynchronizeableInt( &this->teamId, &this->teamId, "team-id", PERMISSION_MASTER_SERVER ) ); |
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| 71 | |
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| 72 | registerVar( new SynchronizeableInt( &score, &score, "score", PERMISSION_MASTER_SERVER ) ); |
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| 73 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); |
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| 74 | } |
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| 75 | |
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| 76 | |
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| 77 | /** |
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| 78 | * @brief destroys the Playable |
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| 79 | */ |
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| 80 | Playable::~Playable() |
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| 81 | { |
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| 82 | // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH |
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| 83 | // this->setPlayer(NULL); |
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| 84 | // IN ITS DESTRUCTOR. |
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| 85 | |
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| 86 | assert(this->currentPlayer == NULL); |
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| 87 | } |
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| 88 | |
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| 89 | /** |
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| 90 | * @brief loads Playable parameters onto the Playable |
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| 91 | * @param root the XML-root to load from |
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| 92 | */ |
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| 93 | void Playable::loadParams(const TiXmlElement* root) |
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| 94 | { |
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| 95 | WorldEntity::loadParams(root); |
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| 96 | |
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| 97 | LoadParam(root, "abs-dir", this, Playable, setPlayDirection); |
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| 98 | LoadParam(root, "enter-radius", this, Playable, setEnterRadius) |
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| 99 | .describe("The Distance one can enter the ship from."); |
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| 100 | } |
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| 101 | |
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| 102 | /** |
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| 103 | * @brief picks up a powerup |
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| 104 | * @param powerUp the PowerUp that should be picked. |
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| 105 | * @returns true on success (pickup was picked, false otherwise) |
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| 106 | * |
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| 107 | * This function also checks if the Pickup can be picked up by this Playable |
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| 108 | */ |
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| 109 | bool Playable::pickup(PowerUp* powerUp) |
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| 110 | { |
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| 111 | /// FIXME TOTALLY |
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| 112 | if(powerUp->isA(WeaponPowerUp::staticClassID())) |
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| 113 | { |
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| 114 | return static_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); |
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| 115 | } |
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| 116 | else if(powerUp->isA(ParamPowerUp::staticClassID())) |
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| 117 | { |
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| 118 | ParamPowerUp* ppu = static_cast<ParamPowerUp*>(powerUp); |
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| 119 | switch(ppu->getType()) |
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| 120 | { |
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| 121 | case POWERUP_PARAM_HEALTH: |
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| 122 | this->increaseHealth(ppu->getValue()); |
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| 123 | return true; |
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| 124 | case POWERUP_PARAM_MAX_HEALTH: |
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| 125 | this->increaseHealthMax(ppu->getValue()); |
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| 126 | return true; |
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| 127 | default: |
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| 128 | /// EVERYTHING THAT IS NOT HANDLED |
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| 129 | /// FIXME |
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| 130 | return false; |
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| 131 | } |
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| 132 | } |
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| 133 | return false; |
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| 134 | } |
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| 135 | |
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| 136 | /** |
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| 137 | * @brief adds a Weapon to the Playable. |
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| 138 | * @param weapon the Weapon to add. |
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| 139 | * @param configID the Configuration ID to add this weapon to. |
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| 140 | * @param slotID the slotID to add the Weapon to. |
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| 141 | */ |
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| 142 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) |
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| 143 | { |
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| 144 | weapon->setOwner(this->getOwner()); |
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| 145 | |
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| 146 | |
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| 147 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 148 | { |
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| 149 | this->weaponConfigChanged(); |
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| 150 | return true; |
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| 151 | } |
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| 152 | else |
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| 153 | { |
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| 154 | if (weapon != NULL) |
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| 155 | PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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| 156 | weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); |
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| 157 | else |
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| 158 | PRINTF(2)("No weapon defined\n"); |
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| 159 | return false; |
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| 160 | |
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| 161 | } |
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| 162 | } |
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| 163 | |
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| 164 | /** |
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| 165 | * @brief removes a Weapon. |
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| 166 | * @param weapon the Weapon to remove. |
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| 167 | */ |
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| 168 | void Playable::removeWeapon(Weapon* weapon) |
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| 169 | { |
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| 170 | this->weaponMan.removeWeapon(weapon); |
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| 171 | |
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| 172 | this->weaponConfigChanged(); |
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| 173 | } |
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| 174 | |
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| 175 | /** |
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| 176 | * @brief jumps to the next WeaponConfiguration |
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| 177 | */ |
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| 178 | void Playable::nextWeaponConfig() |
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| 179 | { |
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| 180 | this->weaponMan.nextWeaponConfig(); |
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| 181 | this->weaponConfigChanged(); |
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| 182 | } |
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| 183 | |
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| 184 | /** |
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| 185 | * @brief moves to the last WeaponConfiguration |
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| 186 | */ |
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| 187 | void Playable::previousWeaponConfig() |
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| 188 | { |
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| 189 | this->weaponMan.previousWeaponConfig(); |
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| 190 | this->weaponConfigChanged(); |
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| 191 | } |
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| 192 | |
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| 193 | /** |
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| 194 | * @brief tells the Player, that the Weapon-Configuration has changed. |
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| 195 | * |
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| 196 | * TODO remove this |
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| 197 | * This function is needed, so that the WeponManager of this Playable can easily update the HUD |
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| 198 | */ |
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| 199 | void Playable::weaponConfigChanged() |
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| 200 | { |
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| 201 | if (this->currentPlayer != NULL) |
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| 202 | this->currentPlayer->weaponConfigChanged(); |
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| 203 | } |
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| 204 | |
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| 205 | /** |
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| 206 | * @brief a Cheat that gives us some Weapons |
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| 207 | */ |
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| 208 | void Playable::addSomeWeapons_CHEAT() |
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| 209 | { |
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| 210 | if (State::getPlayer() != NULL) |
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| 211 | { |
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| 212 | Playable* playable = State::getPlayer()->getPlayable(); |
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| 213 | if (playable != NULL) |
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| 214 | { |
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| 215 | PRINTF(2)("ADDING WEAPONS - you cheater\n"); |
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| 216 | playable->addWeapon(Weapon::createWeapon("Hyperblaster")); |
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| 217 | playable->addWeapon(Weapon::createWeapon("Turret")); |
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| 218 | playable->addWeapon(Weapon::createWeapon("AimingTurret")); |
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| 219 | playable->addWeapon(Weapon::createWeapon("Cannon")); |
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| 220 | playable->addWeapon(Weapon::createWeapon("TargetingTurret")); |
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| 221 | PRINTF(2)("ADDING WEAPONS FINISHED\n"); |
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| 222 | } |
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| 223 | } |
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| 224 | } |
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| 225 | |
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| 226 | /** |
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| 227 | * @brief subscribe to all events the controllable needs |
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| 228 | * @param player the player that shall controll this Playable |
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| 229 | * @returns false on error true otherwise. |
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| 230 | */ |
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| 231 | bool Playable::setPlayer(Player* player) |
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| 232 | { |
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| 233 | // if we already have a Player inside do nothing |
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| 234 | if (this->currentPlayer != NULL && player != NULL) |
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| 235 | { |
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| 236 | return false; |
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| 237 | } |
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| 238 | |
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| 239 | // eject the Player if player == NULL |
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| 240 | if (this->currentPlayer != NULL && player == NULL) |
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| 241 | { |
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| 242 | PRINTF(4)("Player gets ejected\n"); |
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| 243 | |
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| 244 | // unsubscibe all events. |
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| 245 | std::vector<int>::iterator ev; |
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| 246 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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| 247 | player->unsubscribeEvent(ES_GAME, (*ev)); |
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| 248 | |
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| 249 | // leave the entity |
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| 250 | this->leave(); |
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| 251 | |
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| 252 | // eject the current Player. |
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| 253 | Player* ejectPlayer = this->currentPlayer; |
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| 254 | this->currentPlayer = NULL; |
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| 255 | // eject the Player. |
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| 256 | ejectPlayer->setPlayable(NULL); |
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| 257 | |
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| 258 | return true; |
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| 259 | } |
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| 260 | |
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| 261 | // get the new Player inside |
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| 262 | if (this->currentPlayer == NULL && player != NULL) |
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| 263 | { |
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| 264 | PRINTF(4)("New Player gets inside\n"); |
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| 265 | this->currentPlayer = player; |
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| 266 | if (this->currentPlayer->getPlayable() != this) |
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| 267 | this->currentPlayer->setPlayable(this); |
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| 268 | |
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| 269 | /*EventHandler*/ |
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| 270 | std::vector<int>::iterator ev; |
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| 271 | for (ev = this->events.begin(); ev != events.end(); ev++) |
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| 272 | player->subscribeEvent(ES_GAME, (*ev)); |
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| 273 | |
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| 274 | this->enter(); |
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| 275 | return true; |
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| 276 | } |
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| 277 | |
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| 278 | return false; |
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| 279 | } |
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| 280 | |
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| 281 | |
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| 282 | /** |
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| 283 | * @brief sets the TeamID and all the properties needed to be visible on the Playable |
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| 284 | * @param teamID: the new TeamID of the Entity |
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| 285 | */ |
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| 286 | void Playable::setTeam(int teamID) |
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| 287 | { |
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| 288 | /// Derive this function to make it look different with differen groups. |
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| 289 | PRINTF(4)("No special team specific function implemented for %s::%s in Team %d\n", this->getClassCName(), this->getCName(), teamID); |
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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 attaches the current Camera to this Playable |
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| 295 | * |
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| 296 | * this function can be derived, so that any Playable can make the attachment differently. |
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| 297 | */ |
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| 298 | void Playable::attachCamera() |
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| 299 | { |
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| 300 | State::getCameraNode()->setParentSoft(this); |
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| 301 | State::getCameraTargetNode()->setParentSoft(this); |
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| 302 | |
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| 303 | } |
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| 304 | |
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| 305 | /** |
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| 306 | * @brief detaches the Camera |
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| 307 | * @see void Playable::attachCamera() |
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| 308 | */ |
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| 309 | void Playable::detachCamera() |
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| 310 | { |
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| 311 | } |
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| 312 | |
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| 313 | |
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| 314 | /** |
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| 315 | * @brief sets the CameraMode. |
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| 316 | * @param cameraMode: the Mode to switch to. |
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| 317 | */ |
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| 318 | void Playable::setCameraMode(unsigned int cameraMode) |
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| 319 | { |
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| 320 | State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); |
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| 321 | } |
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| 322 | |
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| 323 | |
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| 324 | /** |
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| 325 | * @brief sets the Playmode |
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| 326 | * @param playmode the Playmode |
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| 327 | * @returns true on success, false otherwise |
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| 328 | */ |
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| 329 | bool Playable::setPlaymode(Playable::Playmode playmode) |
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| 330 | { |
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| 331 | if (!this->playmodeSupported(playmode)) |
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| 332 | return false; |
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| 333 | else |
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| 334 | { |
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| 335 | this->enterPlaymode(playmode); |
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| 336 | this->playmode = playmode; |
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| 337 | return true; |
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| 338 | } |
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| 339 | } |
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| 340 | |
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| 341 | /** |
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| 342 | * @brief This function look, that the Playable rotates to the given rotation. |
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| 343 | * @param angle the Angle around |
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| 344 | * @param dirX directionX |
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| 345 | * @param dirY directionY |
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| 346 | * @param dirZ directionZ |
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| 347 | * @param speed how fast to turn there. |
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| 348 | */ |
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| 349 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) |
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| 350 | { |
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| 351 | this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); |
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| 352 | } |
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| 353 | |
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| 354 | /** |
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| 355 | * @brief all Playable will enter the Playmode Differently, say here how to do it. |
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| 356 | * @param playmode the Playmode to enter. |
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| 357 | * |
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| 358 | * In this function all the actions that are required to enter the Playmode are described. |
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| 359 | * e.g: camera, rotation, wait cycle and so on... |
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| 360 | * |
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| 361 | * on enter of this function the playmode is still the old playmode. |
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| 362 | */ |
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| 363 | void Playable::enterPlaymode(Playable::Playmode playmode) |
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| 364 | { |
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| 365 | switch(playmode) |
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| 366 | { |
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| 367 | default: |
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| 368 | this->attachCamera(); |
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| 369 | break; |
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| 370 | case Playable::Horizontal: |
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| 371 | this->setCameraMode(Camera::ViewTop); |
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| 372 | break; |
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| 373 | case Playable::Vertical: |
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| 374 | this->setCameraMode(Camera::ViewLeft); |
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| 375 | break; |
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| 376 | case Playable::FromBehind: |
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| 377 | this->setCameraMode(Camera::ViewBehind); |
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| 378 | break; |
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| 379 | } |
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| 380 | } |
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| 381 | |
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| 382 | |
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| 383 | void Playable::respawn() |
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| 384 | { |
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| 385 | PRINTF(0)("Playable respawn\n"); |
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| 386 | // only if this is the spaceship of the player |
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| 387 | if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable()) |
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| 388 | State::getGameRules()->onPlayerSpawn(); |
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| 389 | |
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| 390 | this->reset(); |
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| 391 | this->bDead = false; |
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| 392 | } |
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| 393 | |
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| 394 | |
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| 395 | |
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| 396 | |
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| 397 | void Playable::destroy(WorldEntity* killer) |
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| 398 | { |
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| 399 | if( !this->bDead) |
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| 400 | { |
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| 401 | PRINTF(0)("Playable dies\n"); |
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| 402 | // only if this is the spaceship of the player |
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| 403 | if (State::isOnline()) |
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| 404 | { |
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| 405 | if( this == State::getPlayer()->getPlayable()) |
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| 406 | State::getGameRules()->onPlayerDeath(); |
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| 407 | } |
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| 408 | this->bDead = true; |
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| 409 | |
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| 410 | if( State::getGameRules() != NULL) |
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| 411 | State::getGameRules()->registerKill(Kill(killer, this)); |
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| 412 | } |
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| 413 | } |
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| 414 | |
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| 415 | |
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| 416 | |
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| 417 | |
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| 418 | |
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| 419 | /** |
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| 420 | * @brief add an event to the event list of events this Playable can capture |
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| 421 | * @param eventType the Type of event to add |
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| 422 | */ |
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| 423 | void Playable::registerEvent(int eventType) |
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| 424 | { |
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| 425 | this->events.push_back(eventType); |
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| 426 | |
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| 427 | if (this->currentPlayer != NULL) |
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| 428 | this->currentPlayer->subscribeEvent(ES_GAME, eventType); |
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| 429 | } |
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| 430 | |
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| 431 | /** |
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| 432 | * @brief remove an event to the event list this Playable can capture. |
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| 433 | * @param event the event to unregister. |
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| 434 | */ |
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| 435 | void Playable::unregisterEvent(int eventType) |
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| 436 | { |
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| 437 | std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); |
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| 438 | this->events.erase(rmEvent); |
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| 439 | |
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| 440 | if (this->currentPlayer != NULL) |
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| 441 | this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); |
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| 442 | } |
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| 443 | |
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| 444 | /** |
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| 445 | * @brief ticks a Playable |
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| 446 | * @param dt: the passed time since the last Tick |
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| 447 | */ |
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| 448 | void Playable::tick(float dt) |
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| 449 | { |
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| 450 | this->weaponMan.tick(dt); |
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| 451 | if (this->bFire) |
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| 452 | weaponMan.fire(); |
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| 453 | } |
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| 454 | |
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| 455 | |
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| 456 | /** |
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| 457 | * @brief processes Playable events. |
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| 458 | * @param event the Captured Event. |
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| 459 | */ |
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| 460 | void Playable::process(const Event &event) |
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| 461 | { |
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| 462 | if( event.type == KeyMapper::PEV_FIRE1) |
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| 463 | this->bFire = event.bPressed; |
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| 464 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 465 | { |
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| 466 | this->nextWeaponConfig(); |
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| 467 | } |
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| 468 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 469 | this->previousWeaponConfig(); |
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| 470 | } |
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| 471 | |
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| 472 | |
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| 473 | |
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| 474 | /** |
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| 475 | * @brief converts a string into a Playable::Playmode. |
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| 476 | * @param playmode the string naming the Playable::Playmode to convert. |
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| 477 | * @returns the Playable::Playmode converted from playmode. |
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| 478 | */ |
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| 479 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) |
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| 480 | { |
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| 481 | if (playmode == Playable::playmodeNames[0]) |
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| 482 | return Playable::Vertical; |
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| 483 | if (playmode == Playable::playmodeNames[1]) |
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| 484 | return Playable::Horizontal; |
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| 485 | if (playmode == Playable::playmodeNames[2]) |
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| 486 | return Playable::FromBehind; |
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| 487 | if (playmode == Playable::playmodeNames[3]) |
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| 488 | return Playable::Full3D; |
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| 489 | if (playmode == Playable::playmodeNames[4]) |
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| 490 | return Playable::FirstPerson; |
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| 491 | |
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| 492 | return Playable::Full3D; |
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| 493 | } |
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| 494 | |
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| 495 | |
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| 496 | /** |
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| 497 | * @brief converts a playmode into a string. |
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| 498 | * @param playmode the Playable::Playmode to convert. |
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| 499 | * @returns the String. |
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| 500 | */ |
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| 501 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) |
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| 502 | { |
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| 503 | switch(playmode) |
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| 504 | { |
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| 505 | case Playable::Vertical: |
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| 506 | return Playable::playmodeNames[0]; |
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| 507 | case Playable::Horizontal: |
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| 508 | return Playable::playmodeNames[1]; |
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| 509 | case Playable::FromBehind: |
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| 510 | return Playable::playmodeNames[2]; |
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| 511 | case Playable::Full3D: |
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| 512 | return Playable::playmodeNames[3]; |
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| 513 | case Playable::FirstPerson: |
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| 514 | return Playable::playmodeNames[4]; |
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| 515 | |
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| 516 | default: |
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| 517 | return Playable::playmodeNames[3]; |
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| 518 | } |
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| 519 | } |
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| 520 | |
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| 521 | /** |
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| 522 | * @brief PlaymodeNames |
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| 523 | */ |
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| 524 | const std::string Playable::playmodeNames[] = |
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| 525 | { |
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| 526 | "Vertical", |
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| 527 | "Horizontal", |
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| 528 | "FromBehind", |
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| 529 | "Full3D", |
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| 530 | "FirstPerson" |
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| 531 | }; |
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| 532 | |
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| 533 | |
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| 534 | /** |
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| 535 | * handler for changes on registred vars |
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| 536 | * @param id id's which changed |
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| 537 | */ |
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| 538 | void Playable::varChangeHandler( std::list< int > & id ) |
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| 539 | { |
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| 540 | if ( std::find( id.begin(), id.end(), this->teamChangeHandler) != id.end() ) |
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| 541 | { |
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| 542 | this->setTeam(this->teamId); |
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| 543 | } |
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| 544 | |
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| 545 | WorldEntity::varChangeHandler(id); |
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| 546 | } |
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