| 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 "dot_emitter.h" | 
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| 33 | #include "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 |  | 
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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->setClassID(CL_PLAYABLE, "Playable"); | 
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| 51 |   PRINTF(4)("PLAYABLE INIT\n"); | 
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| 52 |  | 
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| 53 |   this->toList(OM_GROUP_01); | 
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| 54 |  | 
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| 55 |   // the reference to the Current Player is NULL, because we dont have one at the beginning. | 
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| 56 |   this->currentPlayer = NULL; | 
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| 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 |  | 
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| 66 |   this->bDead = false; | 
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| 67 |    | 
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| 68 |   this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); | 
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| 69 |  | 
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| 70 |   registerVar( new SynchronizeableInt( &score, &score, "score" ) ); | 
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| 71 |   registerVar( new SynchronizeableBool( &bFire, &bFire, "bFire", PERMISSION_OWNER)); | 
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| 72 | } | 
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| 73 |  | 
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| 74 |  | 
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| 75 | /** | 
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| 76 |  * @brief destroys the Playable | 
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| 77 |  */ | 
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| 78 | Playable::~Playable() | 
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| 79 | { | 
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| 80 |   // THE DERIVED CLASS MUST UNSUBSCRIBE THE PLAYER THROUGH | 
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| 81 |   // this->setPlayer(NULL); | 
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| 82 |   // IN ITS DESTRUCTOR. | 
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| 83 |  | 
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| 84 |   assert(this->currentPlayer == NULL); | 
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| 85 | } | 
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| 86 |  | 
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| 87 | /** | 
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| 88 |  * @brief loads Playable parameters onto the Playable | 
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| 89 |  * @param root the XML-root to load from | 
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| 90 |  */ | 
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| 91 | void Playable::loadParams(const TiXmlElement* root) | 
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| 92 | { | 
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| 93 |   WorldEntity::loadParams(root); | 
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| 94 |  | 
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| 95 |   LoadParam(root, "abs-dir", this, Playable, setPlayDirection); | 
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| 96 | } | 
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| 97 |  | 
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| 98 | /** | 
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| 99 |  * @brief picks up a powerup | 
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| 100 |  * @param powerUp the PowerUp that should be picked. | 
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| 101 |  * @returns true on success (pickup was picked, false otherwise) | 
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| 102 |  * | 
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| 103 |  * This function also checks if the Pickup can be picked up by this Playable | 
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| 104 |  */ | 
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| 105 | bool Playable::pickup(PowerUp* powerUp) | 
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| 106 | { | 
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| 107 |   if(powerUp->isA(CL_WEAPON_POWER_UP)) | 
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| 108 |   { | 
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| 109 |     return dynamic_cast<WeaponPowerUp*>(powerUp)->process(&this->getWeaponManager()); | 
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| 110 |   } | 
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| 111 |   else if(powerUp->isA(CL_PARAM_POWER_UP)) | 
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| 112 |   { | 
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| 113 |     ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); | 
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| 114 |     switch(ppu->getType()) | 
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| 115 |     { | 
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| 116 |       case POWERUP_PARAM_HEALTH: | 
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| 117 |         this->increaseHealth(ppu->getValue()); | 
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| 118 |         return true; | 
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| 119 |       case POWERUP_PARAM_MAX_HEALTH: | 
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| 120 |         this->increaseHealthMax(ppu->getValue()); | 
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| 121 |         return true; | 
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| 122 |       default: | 
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| 123 |         /// EVERYTHING THAT IS NOT HANDLED | 
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| 124 |         /// FIXME | 
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| 125 |         return false; | 
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| 126 |     } | 
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| 127 |   } | 
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| 128 |   return false; | 
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| 129 | } | 
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| 130 |  | 
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| 131 | /** | 
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| 132 |  * @brief adds a Weapon to the Playable. | 
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| 133 |  * @param weapon the Weapon to add. | 
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| 134 |  * @param configID the Configuration ID to add this weapon to. | 
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| 135 |  * @param slotID the slotID to add the Weapon to. | 
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| 136 |  */ | 
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| 137 | bool Playable::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 138 | { | 
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| 139 |   if(this->weaponMan.addWeapon(weapon, configID, slotID)) | 
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| 140 |   { | 
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| 141 |     this->weaponConfigChanged(); | 
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| 142 |     return true; | 
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| 143 |   } | 
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| 144 |   else | 
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| 145 |   { | 
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| 146 |     if (weapon != NULL) | 
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| 147 |       PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n", | 
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| 148 |                 weapon->getClassName(), weapon->getName(), this->getClassName(), this->getName()); | 
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| 149 |     else | 
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| 150 |       PRINTF(2)("No weapon defined\n"); | 
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| 151 |     return false; | 
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| 152 |  | 
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| 153 |   } | 
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| 154 | } | 
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| 155 |  | 
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| 156 | /** | 
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| 157 |  * @brief removes a Weapon. | 
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| 158 |  * @param weapon the Weapon to remove. | 
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| 159 |  */ | 
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| 160 | void Playable::removeWeapon(Weapon* weapon) | 
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| 161 | { | 
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| 162 |   this->weaponMan.removeWeapon(weapon); | 
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| 163 |  | 
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| 164 |   this->weaponConfigChanged(); | 
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| 165 | } | 
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| 166 |  | 
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| 167 | /** | 
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| 168 |  * @brief jumps to the next WeaponConfiguration | 
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| 169 |  */ | 
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| 170 | void Playable::nextWeaponConfig() | 
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| 171 | { | 
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| 172 |   this->weaponMan.nextWeaponConfig(); | 
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| 173 |   this->weaponConfigChanged(); | 
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| 174 | } | 
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| 175 |  | 
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| 176 | /** | 
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| 177 |  * @brief moves to the last WeaponConfiguration | 
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| 178 |  */ | 
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| 179 | void Playable::previousWeaponConfig() | 
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| 180 | { | 
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| 181 |   this->weaponMan.previousWeaponConfig(); | 
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| 182 |   this->weaponConfigChanged(); | 
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| 183 | } | 
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| 184 |  | 
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| 185 | /** | 
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| 186 |  * @brief tells the Player, that the Weapon-Configuration has changed. | 
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| 187 |  * | 
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| 188 |  * TODO remove this | 
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| 189 |  * This function is needed, so that the WeponManager of this Playable can easily update the HUD | 
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| 190 |  */ | 
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| 191 | void Playable::weaponConfigChanged() | 
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| 192 | { | 
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| 193 |   if (this->currentPlayer != NULL) | 
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| 194 |     this->currentPlayer->weaponConfigChanged(); | 
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| 195 | } | 
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| 196 |  | 
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| 197 | /** | 
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| 198 |  * @brief a Cheat that gives us some Weapons | 
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| 199 |  */ | 
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| 200 | void Playable::addSomeWeapons_CHEAT() | 
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| 201 | { | 
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| 202 |   if (State::getPlayer() != NULL) | 
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| 203 |   { | 
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| 204 |     Playable* playable = State::getPlayer()->getPlayable(); | 
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| 205 |     if (playable != NULL) | 
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| 206 |     { | 
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| 207 |       PRINTF(2)("ADDING WEAPONS - you cheater\n"); | 
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| 208 |       playable->addWeapon(Weapon::createWeapon(CL_HYPERBLASTER)); | 
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| 209 |       playable->addWeapon(Weapon::createWeapon(CL_TURRET)); | 
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| 210 |       playable->addWeapon(Weapon::createWeapon(CL_AIMING_TURRET)); | 
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| 211 |       playable->addWeapon(Weapon::createWeapon(CL_CANNON)); | 
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| 212 |       playable->addWeapon(Weapon::createWeapon(CL_TARGETING_TURRET)); | 
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| 213 |       PRINTF(2)("ADDING WEAPONS FINISHED\n"); | 
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| 214 |     } | 
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| 215 |   } | 
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| 216 | } | 
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| 217 |  | 
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| 218 | /** | 
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| 219 |  * @brief subscribe to all events the controllable needs | 
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| 220 |  * @param player the player that shall controll this Playable | 
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| 221 |  * @returns false on error true otherwise. | 
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| 222 |  */ | 
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| 223 | bool Playable::setPlayer(Player* player) | 
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| 224 | { | 
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| 225 |   // if we already have a Player inside do nothing | 
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| 226 |   if (this->currentPlayer != NULL && player != NULL) | 
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| 227 |   { | 
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| 228 |     return false; | 
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| 229 |   } | 
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| 230 |  | 
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| 231 |   // eject the Player if player == NULL | 
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| 232 |   if (this->currentPlayer != NULL && player == NULL) | 
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| 233 |   { | 
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| 234 |     PRINTF(4)("Player gets ejected\n"); | 
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| 235 |  | 
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| 236 |     // unsubscibe all events. | 
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| 237 |     std::vector<int>::iterator ev; | 
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| 238 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 239 |       player->unsubscribeEvent(ES_GAME, (*ev)); | 
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| 240 |  | 
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| 241 |     // leave the entity | 
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| 242 |     this->leave(); | 
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| 243 |  | 
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| 244 |     // eject the current Player. | 
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| 245 |     Player* ejectPlayer = this->currentPlayer; | 
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| 246 |     this->currentPlayer = NULL; | 
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| 247 |     // eject the Player. | 
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| 248 |     ejectPlayer->setPlayable(NULL); | 
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| 249 |  | 
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| 250 |     return true; | 
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| 251 |   } | 
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| 252 |  | 
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| 253 |   // get the new Player inside | 
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| 254 |   if (this->currentPlayer == NULL && player != NULL) | 
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| 255 |   { | 
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| 256 |     PRINTF(4)("New Player gets inside\n"); | 
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| 257 |     this->currentPlayer = player; | 
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| 258 |     if (this->currentPlayer->getPlayable() != this) | 
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| 259 |       this->currentPlayer->setPlayable(this); | 
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| 260 |  | 
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| 261 |     /*EventHandler*/ | 
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| 262 |     std::vector<int>::iterator ev; | 
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| 263 |     for (ev = this->events.begin(); ev != events.end(); ev++) | 
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| 264 |       player->subscribeEvent(ES_GAME, (*ev)); | 
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| 265 |  | 
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| 266 |     this->enter(); | 
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| 267 |     return true; | 
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| 268 |   } | 
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| 269 |  | 
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| 270 |   return false; | 
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| 271 | } | 
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| 272 |  | 
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| 273 | /** | 
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| 274 |  * @brief attaches the current Camera to this Playable | 
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| 275 |  * | 
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| 276 |  * this function can be derived, so that any Playable can make the attachment differently. | 
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| 277 |  */ | 
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| 278 | void Playable::attachCamera() | 
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| 279 | { | 
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| 280 |   State::getCameraNode()->setParentSoft(this); | 
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| 281 |   State::getCameraTargetNode()->setParentSoft(this); | 
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| 282 |  | 
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| 283 | } | 
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| 284 |  | 
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| 285 | /** | 
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| 286 |  * @brief detaches the Camera | 
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| 287 |  * @see void Playable::attachCamera() | 
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| 288 |  */ | 
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| 289 | void  Playable::detachCamera() | 
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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 | /** | 
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| 295 |  * @brief sets the CameraMode. | 
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| 296 |  * @param cameraMode: the Mode to switch to. | 
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| 297 |  */ | 
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| 298 | void Playable::setCameraMode(unsigned int cameraMode) | 
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| 299 | { | 
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| 300 |   State::getCamera()->setViewMode((Camera::ViewMode)cameraMode); | 
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| 301 | } | 
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| 302 |  | 
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| 303 |  | 
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| 304 | /** | 
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| 305 |  * @brief sets the Playmode | 
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| 306 |  * @param playmode the Playmode | 
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| 307 |  * @returns true on success, false otherwise | 
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| 308 |  */ | 
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| 309 | bool Playable::setPlaymode(Playable::Playmode playmode) | 
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| 310 | { | 
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| 311 |   if (!this->playmodeSupported(playmode)) | 
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| 312 |     return false; | 
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| 313 |   else | 
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| 314 |   { | 
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| 315 |     this->enterPlaymode(playmode); | 
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| 316 |     this->playmode = playmode; | 
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| 317 |     return true; | 
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| 318 |   } | 
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| 319 | } | 
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| 320 |  | 
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| 321 | /** | 
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| 322 |  * @brief This function look, that the Playable rotates to the given rotation. | 
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| 323 |  * @param angle the Angle around | 
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| 324 |  * @param dirX directionX | 
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| 325 |  * @param dirY directionY | 
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| 326 |  * @param dirZ directionZ | 
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| 327 |  * @param speed how fast to turn there. | 
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| 328 |  */ | 
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| 329 | void Playable::setPlayDirection(float angle, float dirX, float dirY, float dirZ, float speed) | 
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| 330 | { | 
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| 331 |   this->setPlayDirection(Quaternion(angle, Vector(dirX, dirY, dirZ)), speed); | 
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| 332 | } | 
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| 333 |  | 
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| 334 | /** | 
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| 335 |  * @brief all Playable will enter the Playmode Differently, say here how to do it. | 
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| 336 |  * @param playmode the Playmode to enter. | 
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| 337 |  * | 
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| 338 |  * In this function all the actions that are required to enter the Playmode are described. | 
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| 339 |  * e.g: camera, rotation, wait cycle and so on... | 
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| 340 |  * | 
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| 341 |  * on enter of this function the playmode is still the old playmode. | 
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| 342 |  */ | 
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| 343 | void Playable::enterPlaymode(Playable::Playmode playmode) | 
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| 344 | { | 
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| 345 |   switch(playmode) | 
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| 346 |   { | 
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| 347 |     default: | 
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| 348 |       this->attachCamera(); | 
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| 349 |       break; | 
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| 350 |     case Playable::Horizontal: | 
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| 351 |       this->setCameraMode(Camera::ViewTop); | 
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| 352 |       break; | 
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| 353 |     case Playable::Vertical: | 
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| 354 |       this->setCameraMode(Camera::ViewLeft); | 
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| 355 |       break; | 
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| 356 |     case Playable::FromBehind: | 
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| 357 |       this->setCameraMode(Camera::ViewBehind); | 
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| 358 |       break; | 
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| 359 |   } | 
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| 360 | } | 
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| 361 | /** | 
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| 362 |  * @brief helps us colliding Playables | 
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| 363 |  * @param entity the Entity to collide | 
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| 364 |  * @param location where the collision occured. | 
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| 365 |  */ | 
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| 366 | void Playable::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 367 | { | 
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| 368 |   if (entity == collider) | 
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| 369 |     return; | 
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| 370 |   collider = entity; | 
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| 371 |  | 
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| 372 |   if ( entity->isA(CL_PROJECTILE) && ( !State::isOnline() || SharedNetworkData::getInstance()->isGameServer() ) ) | 
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| 373 |   { | 
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| 374 |     this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); | 
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| 375 |     // EXTREME HACK | 
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| 376 |     if (this->getHealth() <= 0.0f) | 
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| 377 |     { | 
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| 378 | //       this->destory(); | 
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| 379 |  | 
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| 380 |       if( State::getGameRules() != NULL) | 
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| 381 |         State::getGameRules()->registerKill(Kill(entity, this)); | 
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| 382 |     } | 
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| 383 |   } | 
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| 384 | } | 
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| 385 |  | 
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| 386 |  | 
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| 387 | void Playable::respawn() | 
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| 388 | { | 
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| 389 |   PRINTF(0)("Playable respawn\n"); | 
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| 390 |   // only if this is the spaceship of the player | 
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| 391 |   if( this == State::getPlayer()->getPlayable()) | 
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| 392 |     State::getGameRules()->onPlayerSpawn(); | 
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| 393 |  | 
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| 394 |  | 
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| 395 |   if( this->getOwner() % 2 == 0) | 
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| 396 |   { | 
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| 397 |     //     this->toList(OM_GROUP_00); | 
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| 398 |     this->setAbsCoor(213.37, 57.71, -47.98); | 
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| 399 |     this->setAbsDir(0, 0, 1, 0); | 
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| 400 |   } | 
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| 401 |   else | 
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| 402 |   { // red team | 
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| 403 |     //     this->toList(OM_GROUP_01); | 
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| 404 |     this->setAbsCoor(-314.450, 40.701, 83.554); | 
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| 405 |     this->setAbsDir(1.0, -0.015, -0.012, 0.011); | 
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| 406 |   } | 
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| 407 |   this->reset(); | 
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| 408 |   this->bDead = false; | 
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| 409 | } | 
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| 410 |  | 
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| 411 |  | 
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| 412 |  | 
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| 413 |  | 
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| 414 | void Playable::destroy() | 
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| 415 | { | 
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| 416 |   Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); | 
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| 417 |  | 
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| 418 |  | 
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| 419 |   if( !this->bDead) | 
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| 420 |   { | 
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| 421 |     PRINTF(0)("Playable dies\n"); | 
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| 422 |     // only if this is the spaceship of the player | 
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| 423 |     if (State::isOnline()) | 
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| 424 |     { | 
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| 425 |       if( this == State::getPlayer()->getPlayable()) | 
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| 426 |         State::getGameRules()->onPlayerDeath(); | 
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| 427 |  | 
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| 428 |       //     this->toList(OM_GROUP_05); | 
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| 429 |       //HACK: moves the entity to an unknown place far far away: in the future, GameRules will look for that | 
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| 430 |       this->setAbsCoor(-2000.0, -2000.0, -2000.0); | 
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| 431 |  | 
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| 432 |       //explosion hack | 
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| 433 |  | 
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| 434 |     } | 
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| 435 |     this->bDead = true; | 
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| 436 |   } | 
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| 437 | } | 
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| 438 |  | 
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| 439 |  | 
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| 440 |  | 
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| 441 |  | 
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| 442 |  | 
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| 443 | /** | 
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| 444 |  * @brief add an event to the event list of events this Playable can capture | 
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| 445 |  * @param eventType the Type of event to add | 
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| 446 |  */ | 
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| 447 | void Playable::registerEvent(int eventType) | 
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| 448 | { | 
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| 449 |   this->events.push_back(eventType); | 
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| 450 |  | 
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| 451 |   if (this->currentPlayer != NULL) | 
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| 452 |     this->currentPlayer->subscribeEvent(ES_GAME, eventType); | 
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| 453 | } | 
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| 454 |  | 
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| 455 | /** | 
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| 456 |  * @brief remove an event to the event list this Playable can capture. | 
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| 457 |  * @param event the event to unregister. | 
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| 458 |  */ | 
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| 459 | void Playable::unregisterEvent(int eventType) | 
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| 460 | { | 
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| 461 |   std::vector<int>::iterator rmEvent = std::find(this->events.begin(), this->events.end(), eventType); | 
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| 462 |   this->events.erase(rmEvent); | 
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| 463 |  | 
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| 464 |   if (this->currentPlayer != NULL) | 
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| 465 |     this->currentPlayer->unsubscribeEvent(ES_GAME, eventType); | 
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| 466 | } | 
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| 467 |  | 
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| 468 | /** | 
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| 469 |  * @brief ticks a Playable | 
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| 470 |  * @param dt: the passed time since the last Tick | 
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| 471 |  */ | 
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| 472 | void Playable::tick(float dt) | 
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| 473 | { | 
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| 474 |   this->weaponMan.tick(dt); | 
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| 475 |   if (this->bFire) | 
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| 476 |     weaponMan.fire(); | 
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| 477 | } | 
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| 478 |  | 
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| 479 |  | 
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| 480 | /** | 
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| 481 |  * @brief processes Playable events. | 
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| 482 |  * @param event the Captured Event. | 
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| 483 |  */ | 
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| 484 | void Playable::process(const Event &event) | 
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| 485 | { | 
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| 486 |   if( event.type == KeyMapper::PEV_FIRE1) | 
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| 487 |     this->bFire = event.bPressed; | 
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| 488 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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| 489 |   { | 
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| 490 |     this->nextWeaponConfig(); | 
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| 491 |   } | 
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| 492 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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| 493 |     this->previousWeaponConfig(); | 
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| 494 | } | 
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| 495 |  | 
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| 496 |  | 
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| 497 |  | 
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| 498 | /** | 
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| 499 |  * @brief converts a string into a Playable::Playmode. | 
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| 500 |  * @param playmode the string naming the Playable::Playmode to convert. | 
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| 501 |  * @returns the Playable::Playmode converted from playmode. | 
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| 502 |  */ | 
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| 503 | Playable::Playmode Playable::stringToPlaymode(const std::string& playmode) | 
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| 504 | { | 
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| 505 |   if (playmode == Playable::playmodeNames[0]) | 
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| 506 |     return Playable::Vertical; | 
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| 507 |   if (playmode == Playable::playmodeNames[1]) | 
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| 508 |     return Playable::Horizontal; | 
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| 509 |   if (playmode == Playable::playmodeNames[2]) | 
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| 510 |     return Playable::FromBehind; | 
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| 511 |   if (playmode == Playable::playmodeNames[3]) | 
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| 512 |     return Playable::Full3D; | 
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| 513 |   if (playmode == Playable::playmodeNames[4]) | 
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| 514 |     return Playable::FirstPerson; | 
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| 515 |  | 
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| 516 |   return Playable::Full3D; | 
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| 517 | } | 
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| 518 |  | 
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| 519 |  | 
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| 520 | /** | 
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| 521 |  * @brief converts a playmode into a string. | 
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| 522 |  * @param playmode the Playable::Playmode to convert. | 
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| 523 |  * @returns the String. | 
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| 524 |  */ | 
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| 525 | const std::string& Playable::playmodeToString(Playable::Playmode playmode) | 
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| 526 | { | 
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| 527 |   switch(playmode) | 
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| 528 |   { | 
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| 529 |     case Playable::Vertical: | 
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| 530 |       return Playable::playmodeNames[0]; | 
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| 531 |     case Playable::Horizontal: | 
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| 532 |       return Playable::playmodeNames[1]; | 
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| 533 |     case Playable::FromBehind: | 
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| 534 |       return Playable::playmodeNames[2]; | 
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| 535 |     case Playable::Full3D: | 
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| 536 |       return Playable::playmodeNames[3]; | 
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| 537 |     case Playable::FirstPerson: | 
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| 538 |       return Playable::playmodeNames[4]; | 
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| 539 |  | 
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| 540 |     default: | 
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| 541 |       return Playable::playmodeNames[3]; | 
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| 542 |   } | 
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| 543 | } | 
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| 544 |  | 
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| 545 | /** | 
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| 546 |  * @brief PlaymodeNames | 
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| 547 |  */ | 
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| 548 | const std::string Playable::playmodeNames[] = | 
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| 549 | { | 
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| 550 |   "Vertical", | 
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| 551 |   "Horizontal", | 
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| 552 |   "FromBehind", | 
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| 553 |   "Full3D", | 
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| 554 |   "FirstPerson" | 
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| 555 | }; | 
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