| 1 | /* | 
|---|
| 2 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
| 3 |  | 
|---|
| 4 |    Copyright (C) 2004 orx | 
|---|
| 5 |  | 
|---|
| 6 |    This program is free software; you can redistribute it and/or modify | 
|---|
| 7 |    it under the terms of the GNU General Public License as published by | 
|---|
| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
| 9 |    any later version. | 
|---|
| 10 |  | 
|---|
| 11 | ### File Specific: | 
|---|
| 12 |    main-programmer: Silvan Nellen | 
|---|
| 13 |    co-programmer: Benjamin Knecht | 
|---|
| 14 | */ | 
|---|
| 15 |  | 
|---|
| 16 |  | 
|---|
| 17 | #include "playable.h" | 
|---|
| 18 |  | 
|---|
| 19 | #include "key_mapper.h" | 
|---|
| 20 |  | 
|---|
| 21 | #include "player.h" | 
|---|
| 22 | #include "state.h" | 
|---|
| 23 | #include "camera.h" | 
|---|
| 24 |  | 
|---|
| 25 | #include "util/loading/load_param.h" | 
|---|
| 26 |  | 
|---|
| 27 | #include "power_ups/weapon_power_up.h" | 
|---|
| 28 | #include "power_ups/param_power_up.h" | 
|---|
| 29 |  | 
|---|
| 30 | #include "game_rules.h" | 
|---|
| 31 |  | 
|---|
| 32 | #include "particles/dot_emitter.h" | 
|---|
| 33 | #include "particles/sprite_particles.h" | 
|---|
| 34 |  | 
|---|
| 35 | #include "shared_network_data.h" | 
|---|
| 36 |  | 
|---|
| 37 | #include "effects/explosion.h" | 
|---|
| 38 | #include "kill.cc" | 
|---|
| 39 |  | 
|---|
| 40 | #include "shell_command.h" | 
|---|
| 41 | SHELL_COMMAND_STATIC(orxoWeapon, Playable, Playable::addSomeWeapons_CHEAT) | 
|---|
| 42 |   ->setAlias("orxoWeapon"); | 
|---|
| 43 | ObjectListDefinition(Playable); | 
|---|
| 44 |  | 
|---|
| 45 | Playable::Playable() | 
|---|
| 46 |     : weaponMan(this) | 
|---|
| 47 |     ,supportedPlaymodes(Playable::Full3D), | 
|---|
| 48 |     playmode(Playable::Full3D) | 
|---|
| 49 | { | 
|---|
| 50 |   this->registerObject(this, Playable::_objectList); | 
|---|
| 51 |   PRINTF(4)("PLAYABLE INIT\n"); | 
|---|
| 52 |  | 
|---|
| 53 |   this->toList(OM_GROUP_01); | 
|---|
| 54 |  | 
|---|
| 55 |   // the reference to the Current Player is NULL, because we dont have one at the beginning. | 
|---|
| 56 |   this->currentPlayer = NULL; | 
|---|
| 57 |  | 
|---|
| 58 |   this->bFire = false; | 
|---|
| 59 |   this->oldFlags = 0; | 
|---|
| 60 |  | 
|---|
| 61 |   this->setSynchronized(true); | 
|---|
| 62 |  | 
|---|
| 63 |   this->score = 0; | 
|---|
| 64 |   this->collider = NULL; | 
|---|
| 65 |   this->enterRadius = 10.0f; | 
|---|
| 66 |  | 
|---|
| 67 |   this->bDead = false; | 
|---|
| 68 |  | 
|---|
| 69 |  | 
|---|
| 70 |   this->teamChangeHandler = registerVarId( new SynchronizeableInt( &this->teamId, &this->teamId, "team-id", PERMISSION_MASTER_SERVER ) ); | 
|---|
| 71 |  | 
|---|
| 72 |   registerVar( new SynchronizeableInt( &score, &score, "score", PERMISSION_MASTER_SERVER ) ); | 
|---|
| 73 |   registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); | 
|---|
| 74 | } | 
|---|
| 75 |  | 
|---|
| 76 |  | 
|---|
| 77 | /** | 
|---|
| 78 |  * @brief destroys the Playable | 
|---|
| 79 |  */ | 
|---|
| 80 | Playable::~Playable() | 
|---|
| 81 | { | 
|---|
| 82 |   // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH | 
|---|
| 83 |   // this->setPlayer(NULL); | 
|---|
| 84 |   // IN ITS DESTRUCTOR. | 
|---|
| 85 |  | 
|---|
| 86 |   assert(this->currentPlayer == NULL); | 
|---|
| 87 | } | 
|---|
| 88 |  | 
|---|
| 89 | /** | 
|---|
| 90 |  * @brief loads Playable parameters onto the Playable | 
|---|
| 91 |  * @param root the XML-root to load from | 
|---|
| 92 |  */ | 
|---|
| 93 | void Playable::loadParams(const TiXmlElement* root) | 
|---|
| 94 | { | 
|---|
| 95 |   WorldEntity::loadParams(root); | 
|---|
| 96 |  | 
|---|
| 97 |   LoadParam(root, "abs-dir", this, Playable, setPlayDirection); | 
|---|
| 98 |   LoadParam(root, "enter-radius", this, Playable, setEnterRadius) | 
|---|
| 99 |       .describe("The Distance one can enter the ship from."); | 
|---|
| 100 | } | 
|---|
| 101 |  | 
|---|
| 102 | /** | 
|---|
| 103 |  * @brief picks up a powerup | 
|---|
| 104 |  * @param powerUp the PowerUp that should be picked. | 
|---|
| 105 |  * @returns true on success (pickup was picked, false otherwise) | 
|---|
| 106 |  * | 
|---|
| 107 |  * This function also checks if the Pickup can be picked up by this Playable | 
|---|
| 108 |  */ | 
|---|
| 109 | bool Playable::pickup(PowerUp* powerUp) | 
|---|
| 110 | { | 
|---|
| 111 |   /// FIXME TOTALLY | 
|---|
| 112 |   if(powerUp->isA(WeaponPowerUp::staticClassID())) | 
|---|
| 113 |   { | 
|---|
| 114 |     return static_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); | 
|---|
| 115 |   } | 
|---|
| 116 |   else if(powerUp->isA(ParamPowerUp::staticClassID())) | 
|---|
| 117 |   { | 
|---|
| 118 |     ParamPowerUp* ppu = static_cast<ParamPowerUp*>(powerUp); | 
|---|
| 119 |     switch(ppu->getType()) | 
|---|
| 120 |     { | 
|---|
| 121 |       case POWERUP_PARAM_HEALTH: | 
|---|
| 122 |         this->increaseHealth(ppu->getValue()); | 
|---|
| 123 |         return true; | 
|---|
| 124 |       case POWERUP_PARAM_MAX_HEALTH: | 
|---|
| 125 |         this->increaseHealthMax(ppu->getValue()); | 
|---|
| 126 |         return true; | 
|---|
| 127 |       default: | 
|---|
| 128 |         /// EVERYTHING THAT IS NOT HANDLED | 
|---|
| 129 |         /// FIXME | 
|---|
| 130 |         return false; | 
|---|
| 131 |     } | 
|---|
| 132 |   } | 
|---|
| 133 |   return false; | 
|---|
| 134 | } | 
|---|
| 135 |  | 
|---|
| 136 | /** | 
|---|
| 137 |  * @brief adds a Weapon to the Playable. | 
|---|
| 138 |  * @param weapon the Weapon to add. | 
|---|
| 139 |  * @param configID the Configuration ID to add this weapon to. | 
|---|
| 140 |  * @param slotID the slotID to add the Weapon to. | 
|---|
| 141 |  */ | 
|---|
| 142 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) | 
|---|
| 143 | { | 
|---|
| 144 |   weapon->setOwner(this->getOwner()); | 
|---|
| 145 |  | 
|---|
| 146 |  | 
|---|
| 147 |   if(this->weaponMan.addWeapon(weapon, configID, slotID)) | 
|---|
| 148 |   { | 
|---|
| 149 |     this->weaponConfigChanged(); | 
|---|
| 150 |     return true; | 
|---|
| 151 |   } | 
|---|
| 152 |   else | 
|---|
| 153 |   { | 
|---|
| 154 |     if (weapon != NULL) | 
|---|
| 155 |       PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", | 
|---|
| 156 |                 weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); | 
|---|
| 157 |     else | 
|---|
| 158 |       PRINTF(2)("No weapon defined\n"); | 
|---|
| 159 |     return false; | 
|---|
| 160 |  | 
|---|
| 161 |   } | 
|---|
| 162 | } | 
|---|
| 163 |  | 
|---|
| 164 | /** | 
|---|
| 165 |  * @brief removes a Weapon. | 
|---|
| 166 |  * @param weapon the Weapon to remove. | 
|---|
| 167 |  */ | 
|---|
| 168 | void Playable::removeWeapon(Weapon* weapon) | 
|---|
| 169 | { | 
|---|
| 170 |   this->weaponMan.removeWeapon(weapon); | 
|---|
| 171 |  | 
|---|
| 172 |   this->weaponConfigChanged(); | 
|---|
| 173 | } | 
|---|
| 174 |  | 
|---|
| 175 | /** | 
|---|
| 176 |  * @brief jumps to the next WeaponConfiguration | 
|---|
| 177 |  */ | 
|---|
| 178 | void Playable::nextWeaponConfig() | 
|---|
| 179 | { | 
|---|
| 180 |   this->weaponMan.nextWeaponConfig(); | 
|---|
| 181 |   this->weaponConfigChanged(); | 
|---|
| 182 | } | 
|---|
| 183 |  | 
|---|
| 184 | /** | 
|---|
| 185 |  * @brief moves to the last WeaponConfiguration | 
|---|
| 186 |  */ | 
|---|
| 187 | void Playable::previousWeaponConfig() | 
|---|
| 188 | { | 
|---|
| 189 |   this->weaponMan.previousWeaponConfig(); | 
|---|
| 190 |   this->weaponConfigChanged(); | 
|---|
| 191 | } | 
|---|
| 192 |  | 
|---|
| 193 | /** | 
|---|
| 194 |  * @brief tells the Player, that the Weapon-Configuration has changed. | 
|---|
| 195 |  * | 
|---|
| 196 |  * TODO remove this | 
|---|
| 197 |  * This function is needed, so that the WeponManager of this Playable can easily update the HUD | 
|---|
| 198 |  */ | 
|---|
| 199 | void Playable::weaponConfigChanged() | 
|---|
| 200 | { | 
|---|
| 201 |   if (this->currentPlayer != NULL) | 
|---|
| 202 |     this->currentPlayer->weaponConfigChanged(); | 
|---|
| 203 | } | 
|---|
| 204 |  | 
|---|
| 205 | /** | 
|---|
| 206 |  * @brief a Cheat that gives us some Weapons | 
|---|
| 207 |  */ | 
|---|
| 208 | void Playable::addSomeWeapons_CHEAT() | 
|---|
| 209 | { | 
|---|
| 210 |   if (State::getPlayer() != NULL) | 
|---|
| 211 |   { | 
|---|
| 212 |     Playable* playable = State::getPlayer()->getPlayable(); | 
|---|
| 213 |     if (playable != NULL) | 
|---|
| 214 |     { | 
|---|
| 215 |       PRINTF(2)("ADDING WEAPONS - you cheater\n"); | 
|---|
| 216 |       playable->addWeapon(Weapon::createWeapon("Hyperblaster")); | 
|---|
| 217 |       playable->addWeapon(Weapon::createWeapon("Turret")); | 
|---|
| 218 |       playable->addWeapon(Weapon::createWeapon("AimingTurret")); | 
|---|
| 219 |       playable->addWeapon(Weapon::createWeapon("Cannon")); | 
|---|
| 220 |       playable->addWeapon(Weapon::createWeapon("TargetingTurret")); | 
|---|
| 221 |       PRINTF(2)("ADDING WEAPONS FINISHED\n"); | 
|---|
| 222 |     } | 
|---|
| 223 |   } | 
|---|
| 224 | } | 
|---|
| 225 |  | 
|---|
| 226 | /** | 
|---|
| 227 |  * @brief subscribe to all events the controllable needs | 
|---|
| 228 |  * @param player the player that shall controll this Playable | 
|---|
| 229 |  * @returns false on error true otherwise. | 
|---|
| 230 |  */ | 
|---|
| 231 | bool Playable::setPlayer(Player* player) | 
|---|
| 232 | { | 
|---|
| 233 |   // if we already have a Player inside do nothing | 
|---|
| 234 |   if (this->currentPlayer != NULL && player != NULL) | 
|---|
| 235 |   { | 
|---|
| 236 |     return false; | 
|---|
| 237 |   } | 
|---|
| 238 |  | 
|---|
| 239 |   // eject the Player if player == NULL | 
|---|
| 240 |   if (this->currentPlayer != NULL && player == NULL) | 
|---|
| 241 |   { | 
|---|
| 242 |     PRINTF(4)("Player gets ejected\n"); | 
|---|
| 243 |  | 
|---|
| 244 |     // unsubscibe all events. | 
|---|
| 245 |     std::vector<int>::iterator ev; | 
|---|
| 246 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
|---|
| 247 |       player->unsubscribeEvent(ES_GAME, (*ev)); | 
|---|
| 248 |  | 
|---|
| 249 |     // leave the entity | 
|---|
| 250 |     this->leave(); | 
|---|
| 251 |  | 
|---|
| 252 |     // eject the current Player. | 
|---|
| 253 |     Player* ejectPlayer = this->currentPlayer; | 
|---|
| 254 |     this->currentPlayer = NULL; | 
|---|
| 255 |     // eject the Player. | 
|---|
| 256 |     ejectPlayer->setPlayable(NULL); | 
|---|
| 257 |  | 
|---|
| 258 |     return true; | 
|---|
| 259 |   } | 
|---|
| 260 |  | 
|---|
| 261 |   // get the new Player inside | 
|---|
| 262 |   if (this->currentPlayer == NULL && player != NULL) | 
|---|
| 263 |   { | 
|---|
| 264 |     PRINTF(4)("New Player gets inside\n"); | 
|---|
| 265 |     this->currentPlayer = player; | 
|---|
| 266 |     if (this->currentPlayer->getPlayable() != this) | 
|---|
| 267 |       this->currentPlayer->setPlayable(this); | 
|---|
| 268 |  | 
|---|
| 269 |     /*EventHandler*/ | 
|---|
| 270 |     std::vector<int>::iterator ev; | 
|---|
| 271 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
|---|
| 272 |       player->subscribeEvent(ES_GAME, (*ev)); | 
|---|
| 273 |  | 
|---|
| 274 |     this->enter(); | 
|---|
| 275 |     return true; | 
|---|
| 276 |   } | 
|---|
| 277 |  | 
|---|
| 278 |   return false; | 
|---|
| 279 | } | 
|---|
| 280 |  | 
|---|
| 281 |  | 
|---|
| 282 | /** | 
|---|
| 283 |  * @brief sets the TeamID and all the properties needed to be visible on the Playable | 
|---|
| 284 |  * @param teamID: the new TeamID of the Entity | 
|---|
| 285 |  */ | 
|---|
| 286 | void Playable::setTeam(int teamID) | 
|---|
| 287 | { | 
|---|
| 288 |   /// Derive this function to make it look different with differen groups. | 
|---|
| 289 |   PRINTF(4)("No special team specific function implemented for %s::%s in Team %d\n", this->getClassCName(), this->getCName(), teamID); | 
|---|
| 290 | } | 
|---|
| 291 |  | 
|---|
| 292 |  | 
|---|
| 293 | /** | 
|---|
| 294 |  * @brief attaches the current Camera to this Playable | 
|---|
| 295 |  * | 
|---|
| 296 |  * this function can be derived, so that any Playable can make the attachment differently. | 
|---|
| 297 |  */ | 
|---|
| 298 | void Playable::attachCamera() | 
|---|
| 299 | { | 
|---|
| 300 |   State::getCameraNode()->setParentSoft(this); | 
|---|
| 301 |   State::getCameraTargetNode()->setParentSoft(this); | 
|---|
| 302 |  | 
|---|
| 303 | } | 
|---|
| 304 |  | 
|---|
| 305 | /** | 
|---|
| 306 |  * @brief detaches the Camera | 
|---|
| 307 |  * @see void Playable::attachCamera() | 
|---|
| 308 |  */ | 
|---|
| 309 | void  Playable::detachCamera() | 
|---|
| 310 | { | 
|---|
| 311 | } | 
|---|
| 312 |  | 
|---|
| 313 |  | 
|---|
| 314 | /** | 
|---|
| 315 |  * @brief sets the CameraMode. | 
|---|
| 316 |  * @param cameraMode: the Mode to switch to. | 
|---|
| 317 |  */ | 
|---|
| 318 | void Playable::setCameraMode(unsigned int cameraMode) | 
|---|
| 319 | { | 
|---|
| 320 |   State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); | 
|---|
| 321 | } | 
|---|
| 322 |  | 
|---|
| 323 |  | 
|---|
| 324 | /** | 
|---|
| 325 |  * @brief sets the Playmode | 
|---|
| 326 |  * @param playmode the Playmode | 
|---|
| 327 |  * @returns true on success, false otherwise | 
|---|
| 328 |  */ | 
|---|
| 329 | bool Playable::setPlaymode(Playable::Playmode playmode) | 
|---|
| 330 | { | 
|---|
| 331 |   if (!this->playmodeSupported(playmode)) | 
|---|
| 332 |     return false; | 
|---|
| 333 |   else | 
|---|
| 334 |   { | 
|---|
| 335 |     this->enterPlaymode(playmode); | 
|---|
| 336 |     this->playmode = playmode; | 
|---|
| 337 |     return true; | 
|---|
| 338 |   } | 
|---|
| 339 | } | 
|---|
| 340 |  | 
|---|
| 341 | /** | 
|---|
| 342 |  * @brief This function look, that the Playable rotates to the given rotation. | 
|---|
| 343 |  * @param angle the Angle around | 
|---|
| 344 |  * @param dirX directionX | 
|---|
| 345 |  * @param dirY directionY | 
|---|
| 346 |  * @param dirZ directionZ | 
|---|
| 347 |  * @param speed how fast to turn there. | 
|---|
| 348 |  */ | 
|---|
| 349 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) | 
|---|
| 350 | { | 
|---|
| 351 |   this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); | 
|---|
| 352 | } | 
|---|
| 353 |  | 
|---|
| 354 | /** | 
|---|
| 355 |  * @brief all Playable will enter the Playmode Differently, say here how to do it. | 
|---|
| 356 |  * @param playmode the Playmode to enter. | 
|---|
| 357 |  * | 
|---|
| 358 |  * In this function all the actions that are required to enter the Playmode are described. | 
|---|
| 359 |  * e.g: camera, rotation, wait cycle and so on... | 
|---|
| 360 |  * | 
|---|
| 361 |  * on enter of this function the playmode is still the old playmode. | 
|---|
| 362 |  */ | 
|---|
| 363 | void Playable::enterPlaymode(Playable::Playmode playmode) | 
|---|
| 364 | { | 
|---|
| 365 |   switch(playmode) | 
|---|
| 366 |   { | 
|---|
| 367 |     default: | 
|---|
| 368 |       this->attachCamera(); | 
|---|
| 369 |       break; | 
|---|
| 370 |     case Playable::Horizontal: | 
|---|
| 371 |       this->setCameraMode(Camera::ViewTop); | 
|---|
| 372 |       break; | 
|---|
| 373 |     case Playable::Vertical: | 
|---|
| 374 |       this->setCameraMode(Camera::ViewLeft); | 
|---|
| 375 |       break; | 
|---|
| 376 |     case Playable::FromBehind: | 
|---|
| 377 |       this->setCameraMode(Camera::ViewBehind); | 
|---|
| 378 |       break; | 
|---|
| 379 |   } | 
|---|
| 380 | } | 
|---|
| 381 |  | 
|---|
| 382 |  | 
|---|
| 383 | void Playable::respawn() | 
|---|
| 384 | { | 
|---|
| 385 |   PRINTF(0)("Playable respawn\n"); | 
|---|
| 386 |   // only if this is the spaceship of the player | 
|---|
| 387 |   if( State::getGameRules() && State::getPlayer() && this == State::getPlayer()->getPlayable()) | 
|---|
| 388 |     State::getGameRules()->onPlayerSpawn(); | 
|---|
| 389 |  | 
|---|
| 390 |   this->reset(); | 
|---|
| 391 |   this->bDead = false; | 
|---|
| 392 | } | 
|---|
| 393 |  | 
|---|
| 394 |  | 
|---|
| 395 |  | 
|---|
| 396 |  | 
|---|
| 397 | void Playable::destroy(WorldEntity* killer) | 
|---|
| 398 | { | 
|---|
| 399 |   if( !this->bDead) | 
|---|
| 400 |   { | 
|---|
| 401 |     PRINTF(0)("Playable dies\n"); | 
|---|
| 402 |     // only if this is the spaceship of the player | 
|---|
| 403 |     if (State::isOnline()) | 
|---|
| 404 |     { | 
|---|
| 405 |       if( this == State::getPlayer()->getPlayable()) | 
|---|
| 406 |         State::getGameRules()->onPlayerDeath(); | 
|---|
| 407 |     } | 
|---|
| 408 |     this->bDead = true; | 
|---|
| 409 |  | 
|---|
| 410 |     if( State::getGameRules() != NULL) | 
|---|
| 411 |       State::getGameRules()->registerKill(Kill(killer, this)); | 
|---|
| 412 |   } | 
|---|
| 413 | } | 
|---|
| 414 |  | 
|---|
| 415 |  | 
|---|
| 416 |  | 
|---|
| 417 |  | 
|---|
| 418 |  | 
|---|
| 419 | /** | 
|---|
| 420 |  * @brief add an event to the event list of events this Playable can capture | 
|---|
| 421 |  * @param eventType the Type of event to add | 
|---|
| 422 |  */ | 
|---|
| 423 | void Playable::registerEvent(int eventType) | 
|---|
| 424 | { | 
|---|
| 425 |   this->events.push_back(eventType); | 
|---|
| 426 |  | 
|---|
| 427 |   if (this->currentPlayer != NULL) | 
|---|
| 428 |     this->currentPlayer->subscribeEvent(ES_GAME, eventType); | 
|---|
| 429 | } | 
|---|
| 430 |  | 
|---|
| 431 | /** | 
|---|
| 432 |  * @brief remove an event to the event list this Playable can capture. | 
|---|
| 433 |  * @param event the event to unregister. | 
|---|
| 434 |  */ | 
|---|
| 435 | void Playable::unregisterEvent(int eventType) | 
|---|
| 436 | { | 
|---|
| 437 |   std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); | 
|---|
| 438 |   this->events.erase(rmEvent); | 
|---|
| 439 |  | 
|---|
| 440 |   if (this->currentPlayer != NULL) | 
|---|
| 441 |     this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); | 
|---|
| 442 | } | 
|---|
| 443 |  | 
|---|
| 444 | /** | 
|---|
| 445 |  * @brief ticks a Playable | 
|---|
| 446 |  * @param dt: the passed time since the last Tick | 
|---|
| 447 |  */ | 
|---|
| 448 | void Playable::tick(float dt) | 
|---|
| 449 | { | 
|---|
| 450 |   this->weaponMan.tick(dt); | 
|---|
| 451 |   if (this->bFire) | 
|---|
| 452 |     weaponMan.fire(); | 
|---|
| 453 | } | 
|---|
| 454 |  | 
|---|
| 455 |  | 
|---|
| 456 | /** | 
|---|
| 457 |  * @brief processes Playable events. | 
|---|
| 458 |  * @param event the Captured Event. | 
|---|
| 459 |  */ | 
|---|
| 460 | void Playable::process(const Event &event) | 
|---|
| 461 | { | 
|---|
| 462 |   if( event.type == KeyMapper::PEV_FIRE1) | 
|---|
| 463 |     this->bFire = event.bPressed; | 
|---|
| 464 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
|---|
| 465 |   { | 
|---|
| 466 |     this->nextWeaponConfig(); | 
|---|
| 467 |   } | 
|---|
| 468 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
|---|
| 469 |     this->previousWeaponConfig(); | 
|---|
| 470 | } | 
|---|
| 471 |  | 
|---|
| 472 |  | 
|---|
| 473 |  | 
|---|
| 474 | /** | 
|---|
| 475 |  * @brief converts a string into a Playable::Playmode. | 
|---|
| 476 |  * @param playmode the string naming the Playable::Playmode to convert. | 
|---|
| 477 |  * @returns the Playable::Playmode converted from playmode. | 
|---|
| 478 |  */ | 
|---|
| 479 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) | 
|---|
| 480 | { | 
|---|
| 481 |   if (playmode == Playable::playmodeNames[0]) | 
|---|
| 482 |     return Playable::Vertical; | 
|---|
| 483 |   if (playmode == Playable::playmodeNames[1]) | 
|---|
| 484 |     return Playable::Horizontal; | 
|---|
| 485 |   if (playmode == Playable::playmodeNames[2]) | 
|---|
| 486 |     return Playable::FromBehind; | 
|---|
| 487 |   if (playmode == Playable::playmodeNames[3]) | 
|---|
| 488 |     return Playable::Full3D; | 
|---|
| 489 |   if (playmode == Playable::playmodeNames[4]) | 
|---|
| 490 |     return Playable::FirstPerson; | 
|---|
| 491 |  | 
|---|
| 492 |   return Playable::Full3D; | 
|---|
| 493 | } | 
|---|
| 494 |  | 
|---|
| 495 |  | 
|---|
| 496 | /** | 
|---|
| 497 |  * @brief converts a playmode into a string. | 
|---|
| 498 |  * @param playmode the Playable::Playmode to convert. | 
|---|
| 499 |  * @returns the String. | 
|---|
| 500 |  */ | 
|---|
| 501 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) | 
|---|
| 502 | { | 
|---|
| 503 |   switch(playmode) | 
|---|
| 504 |   { | 
|---|
| 505 |     case Playable::Vertical: | 
|---|
| 506 |       return Playable::playmodeNames[0]; | 
|---|
| 507 |     case Playable::Horizontal: | 
|---|
| 508 |       return Playable::playmodeNames[1]; | 
|---|
| 509 |     case Playable::FromBehind: | 
|---|
| 510 |       return Playable::playmodeNames[2]; | 
|---|
| 511 |     case Playable::Full3D: | 
|---|
| 512 |       return Playable::playmodeNames[3]; | 
|---|
| 513 |     case Playable::FirstPerson: | 
|---|
| 514 |       return Playable::playmodeNames[4]; | 
|---|
| 515 |  | 
|---|
| 516 |     default: | 
|---|
| 517 |       return Playable::playmodeNames[3]; | 
|---|
| 518 |   } | 
|---|
| 519 | } | 
|---|
| 520 |  | 
|---|
| 521 | /** | 
|---|
| 522 |  * @brief PlaymodeNames | 
|---|
| 523 |  */ | 
|---|
| 524 | const std::string Playable::playmodeNames[] = | 
|---|
| 525 | { | 
|---|
| 526 |   "Vertical", | 
|---|
| 527 |   "Horizontal", | 
|---|
| 528 |   "FromBehind", | 
|---|
| 529 |   "Full3D", | 
|---|
| 530 |   "FirstPerson" | 
|---|
| 531 | }; | 
|---|
| 532 |  | 
|---|
| 533 |  | 
|---|
| 534 | /** | 
|---|
| 535 |  * handler for changes on registred vars | 
|---|
| 536 |  * @param id id's which changed | 
|---|
| 537 |  */ | 
|---|
| 538 | void Playable::varChangeHandler( std::list< int > & id ) | 
|---|
| 539 | { | 
|---|
| 540 |   if ( std::find( id.begin(), id.end(), this->teamChangeHandler) != id.end() ) | 
|---|
| 541 |   { | 
|---|
| 542 |     this->setTeam(this->teamId); | 
|---|
| 543 |   } | 
|---|
| 544 |  | 
|---|
| 545 |   WorldEntity::varChangeHandler(id); | 
|---|
| 546 | } | 
|---|