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source: code/trunk/src/orxonox/objects/worldentities/pawns/TeamBaseMatchBase.cc @ 3284

Last change on this file since 3284 was 3280, checked in by rgrieder, 15 years ago

Merged most of the core4 revisions back to the trunk except for:

  • orxonox_cast
  • all the radical changes in the input library
  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Val Mikos
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29
30#include "TeamBaseMatchBase.h"
31
32#include "core/CoreIncludes.h"
33#include "interfaces/PawnListener.h"
34#include "interfaces/TeamColourable.h"
35#include "objects/gametypes/TeamBaseMatch.h"
36
37namespace orxonox
38{
39    CreateFactory(TeamBaseMatchBase);
40
41    TeamBaseMatchBase::TeamBaseMatchBase(BaseObject* creator) : Pawn(creator)
42    {
43        RegisterObject(TeamBaseMatchBase);
44
45        this->state_ = BaseState::Uncontrolled;
46
47        TeamBaseMatch* gametype = dynamic_cast<TeamBaseMatch*>(this->getGametype());
48        if (gametype)
49        {
50            gametype->addBase(this);
51        }
52
53        this->setRadarObjectShape(RadarViewable::Triangle);
54    }
55
56    void TeamBaseMatchBase::changeTeamColour()
57    {
58        this->fireEvent();
59
60        TeamDeathmatch* gametype = dynamic_cast<TeamDeathmatch*>(this->getGametype());
61        if (!gametype)
62            return;
63
64        ColourValue colour;
65
66        switch (this->state_)
67        {
68            case BaseState::ControlTeam1:
69                colour = gametype->getTeamColour(0);
70                break;
71            case BaseState::ControlTeam2:
72                colour = gametype->getTeamColour(1);
73                break;
74            case BaseState::Uncontrolled:
75            default:
76                colour = ColourValue(0.5, 0.5, 0.5, 1.0);
77                break;
78        }
79
80
81        std::set<WorldEntity*> attachments = this->getAttachedObjects();
82        for (std::set<WorldEntity*>::iterator it = attachments.begin(); it != attachments.end(); ++it)
83        {
84            if ((*it)->isA(Class(TeamColourable)))
85            {
86                TeamColourable* tc = dynamic_cast<TeamColourable*>(*it);
87                tc->setTeamColour(colour);
88            }
89        }
90
91        this->setRadarObjectColour(colour);
92
93        // Call this so bots stop shooting at the base after they converted it
94        for (ObjectList<PawnListener>::iterator it = ObjectList<PawnListener>::begin(); it != ObjectList<PawnListener>::end(); ++it)
95            it->destroyedPawn(this);
96    }
97}
98
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