1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Simon Miescher |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "Pawn.h" |
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30 | |
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31 | #include <algorithm> |
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32 | |
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33 | #include "core/CoreIncludes.h" |
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34 | #include "core/GameMode.h" |
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35 | #include "core/XMLPort.h" |
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36 | #include "network/NetworkFunction.h" |
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37 | |
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38 | #include "infos/PlayerInfo.h" |
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39 | #include "controllers/Controller.h" |
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40 | #include "gametypes/Gametype.h" |
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41 | #include "graphics/ParticleSpawner.h" |
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42 | #include "worldentities/ExplosionChunk.h" |
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43 | #include "worldentities/BigExplosion.h" |
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44 | #include "weaponsystem/WeaponSystem.h" |
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45 | #include "weaponsystem/WeaponSlot.h" |
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46 | #include "weaponsystem/WeaponPack.h" |
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47 | #include "weaponsystem/WeaponSet.h" |
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48 | |
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49 | #include "controllers/FormationController.h" |
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50 | |
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51 | namespace orxonox |
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52 | { |
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53 | CreateFactory(Pawn); |
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54 | |
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55 | Pawn::Pawn(BaseObject* creator) |
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56 | : ControllableEntity(creator) |
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57 | , RadarViewable(creator, static_cast<WorldEntity*>(this)) |
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58 | { |
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59 | RegisterObject(Pawn); |
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60 | |
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61 | this->bAlive_ = true; |
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62 | this->bReload_ = false; |
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63 | |
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64 | this->health_ = 0; |
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65 | this->maxHealth_ = 0; |
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66 | this->initialHealth_ = 0; |
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67 | |
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68 | this->shieldHealth_ = 0; |
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69 | this->initialShieldHealth_ = 0; |
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70 | this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max |
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71 | this->shieldAbsorption_ = 0.5; |
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72 | |
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73 | this->reloadRate_ = 0; |
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74 | this->reloadWaitTime_ = 1.0f; |
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75 | this->reloadWaitCountdown_ = 0; |
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76 | |
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77 | this->lastHitOriginator_ = 0; |
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78 | |
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79 | // set damage multiplier to default value 1, meaning nominal damage |
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80 | this->damageMultiplier_ = 1; |
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81 | |
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82 | this->spawnparticleduration_ = 3.0f; |
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83 | |
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84 | this->aimPosition_ = Vector3::ZERO; |
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85 | |
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86 | if (GameMode::isMaster()) |
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87 | { |
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88 | this->weaponSystem_ = new WeaponSystem(this); |
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89 | this->weaponSystem_->setPawn(this); |
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90 | } |
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91 | else |
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92 | this->weaponSystem_ = 0; |
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93 | |
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94 | this->setRadarObjectColour(ColourValue::Red); |
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95 | this->setRadarObjectShape(RadarViewable::Dot); |
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96 | |
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97 | this->registerVariables(); |
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98 | |
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99 | this->isHumanShip_ = this->hasLocalController(); |
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100 | |
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101 | this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition |
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102 | } |
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103 | |
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104 | Pawn::~Pawn() |
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105 | { |
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106 | if (this->isInitialized()) |
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107 | { |
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108 | if (this->weaponSystem_) |
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109 | this->weaponSystem_->destroy(); |
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110 | } |
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111 | } |
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112 | |
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113 | void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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114 | { |
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115 | SUPER(Pawn, XMLPort, xmlelement, mode); |
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116 | |
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117 | XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100); |
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118 | XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); |
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119 | XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); |
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120 | |
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121 | XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0); |
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122 | XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0); |
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123 | XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100); |
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124 | XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); |
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125 | |
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126 | XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode); |
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127 | XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f); |
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128 | XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7); |
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129 | |
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130 | XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); |
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131 | XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); |
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132 | XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode); |
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133 | |
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134 | XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0); |
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135 | XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f); |
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136 | |
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137 | XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode ); |
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138 | } |
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139 | |
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140 | void Pawn::registerVariables() |
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141 | { |
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142 | registerVariable(this->bAlive_, VariableDirection::ToClient); |
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143 | registerVariable(this->health_, VariableDirection::ToClient); |
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144 | registerVariable(this->maxHealth_, VariableDirection::ToClient); |
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145 | registerVariable(this->shieldHealth_, VariableDirection::ToClient); |
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146 | registerVariable(this->maxShieldHealth_, VariableDirection::ToClient); |
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147 | registerVariable(this->shieldAbsorption_, VariableDirection::ToClient); |
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148 | registerVariable(this->bReload_, VariableDirection::ToServer); |
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149 | registerVariable(this->aimPosition_, VariableDirection::ToServer); // For the moment this variable gets only transfered to the server |
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150 | } |
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151 | |
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152 | void Pawn::tick(float dt) |
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153 | { |
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154 | SUPER(Pawn, tick, dt); |
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155 | |
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156 | this->bReload_ = false; |
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157 | |
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158 | // TODO: use the existing timer functions instead |
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159 | if(this->reloadWaitCountdown_ > 0) |
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160 | { |
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161 | this->decreaseReloadCountdownTime(dt); |
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162 | } |
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163 | else |
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164 | { |
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165 | this->addShieldHealth(this->getReloadRate() * dt); |
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166 | this->resetReloadCountdown(); |
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167 | } |
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168 | |
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169 | if (GameMode::isMaster()) |
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170 | { |
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171 | if (this->health_ <= 0 && bAlive_) |
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172 | { |
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173 | this->fireEvent(); // Event to notify anyone who wants to know about the death. |
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174 | this->death(); |
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175 | } |
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176 | } |
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177 | } |
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178 | |
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179 | void Pawn::preDestroy() |
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180 | { |
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181 | // yay, multiple inheritance! |
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182 | this->ControllableEntity::preDestroy(); |
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183 | this->PickupCarrier::preDestroy(); |
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184 | } |
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185 | |
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186 | void Pawn::setPlayer(PlayerInfo* player) |
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187 | { |
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188 | ControllableEntity::setPlayer(player); |
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189 | |
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190 | if (this->getGametype()) |
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191 | this->getGametype()->playerStartsControllingPawn(player, this); |
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192 | } |
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193 | |
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194 | void Pawn::removePlayer() |
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195 | { |
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196 | if (this->getGametype()) |
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197 | this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this); |
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198 | |
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199 | ControllableEntity::removePlayer(); |
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200 | } |
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201 | |
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202 | |
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203 | void Pawn::setHealth(float health) |
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204 | { |
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205 | this->health_ = std::min(health, this->maxHealth_); //Health can't be set to a value bigger than maxHealth, otherwise it will be reduced at first hit |
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206 | } |
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207 | |
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208 | void Pawn::setShieldHealth(float shieldHealth) |
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209 | { |
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210 | this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_); |
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211 | } |
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212 | |
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213 | void Pawn::setMaxShieldHealth(float maxshieldhealth) |
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214 | { |
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215 | this->maxShieldHealth_ = maxshieldhealth; |
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216 | } |
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217 | |
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218 | void Pawn::setReloadRate(float reloadrate) |
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219 | { |
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220 | this->reloadRate_ = reloadrate; |
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221 | } |
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222 | |
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223 | void Pawn::setReloadWaitTime(float reloadwaittime) |
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224 | { |
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225 | this->reloadWaitTime_ = reloadwaittime; |
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226 | } |
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227 | |
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228 | void Pawn::decreaseReloadCountdownTime(float dt) |
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229 | { |
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230 | this->reloadWaitCountdown_ -= dt; |
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231 | } |
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232 | |
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233 | void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator) |
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234 | { |
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235 | // Applies multiplier given by the DamageBoost Pickup. |
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236 | if (originator) |
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237 | damage *= originator->getDamageMultiplier(); |
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238 | |
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239 | if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) |
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240 | { |
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241 | if (shielddamage >= this->getShieldHealth()) |
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242 | { |
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243 | this->setShieldHealth(0); |
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244 | this->setHealth(this->health_ - (healthdamage + damage)); |
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245 | } |
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246 | else |
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247 | { |
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248 | this->setShieldHealth(this->shieldHealth_ - shielddamage); |
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249 | |
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250 | // remove remaining shieldAbsorpton-Part of damage from shield |
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251 | shielddamage = damage * this->shieldAbsorption_; |
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252 | shielddamage = std::min(this->getShieldHealth(),shielddamage); |
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253 | this->setShieldHealth(this->shieldHealth_ - shielddamage); |
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254 | |
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255 | // set remaining damage to health |
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256 | this->setHealth(this->health_ - (damage - shielddamage) - healthdamage); |
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257 | } |
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258 | |
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259 | this->lastHitOriginator_ = originator; |
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260 | } |
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261 | } |
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262 | |
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263 | // TODO: Still valid? |
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264 | /* HIT-Funktionen |
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265 | Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte) |
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266 | |
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267 | */ |
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268 | void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage) |
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269 | { |
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270 | if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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271 | { |
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272 | this->damage(damage, healthdamage, shielddamage, originator); |
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273 | this->setVelocity(this->getVelocity() + force); |
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274 | } |
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275 | } |
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276 | |
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277 | |
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278 | void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) |
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279 | { |
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280 | if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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281 | { |
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282 | this->damage(damage, healthdamage, shielddamage, originator); |
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283 | |
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284 | if ( this->getController() ) |
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285 | this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
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286 | } |
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287 | } |
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288 | |
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289 | |
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290 | void Pawn::kill() |
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291 | { |
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292 | this->damage(this->health_); |
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293 | this->death(); |
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294 | } |
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295 | |
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296 | void Pawn::spawneffect() |
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297 | { |
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298 | // play spawn effect |
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299 | if (!this->spawnparticlesource_.empty()) |
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300 | { |
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301 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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302 | effect->setPosition(this->getPosition()); |
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303 | effect->setOrientation(this->getOrientation()); |
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304 | effect->setDestroyAfterLife(true); |
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305 | effect->setSource(this->spawnparticlesource_); |
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306 | effect->setLifetime(this->spawnparticleduration_); |
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307 | } |
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308 | } |
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309 | |
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310 | |
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311 | void Pawn::death() |
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312 | { |
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313 | this->setHealth(1); |
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314 | if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) |
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315 | { |
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316 | // Set bAlive_ to false and wait for PawnManager to do the destruction |
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317 | this->bAlive_ = false; |
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318 | |
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319 | this->setDestroyWhenPlayerLeft(false); |
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320 | |
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321 | if (this->getGametype()) |
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322 | this->getGametype()->pawnKilled(this, this->lastHitOriginator_); |
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323 | |
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324 | if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) |
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325 | { |
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326 | // Start to control a new entity if you're the master of a formation |
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327 | if(this->hasSlaves()) |
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328 | { |
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329 | Controller* slave = this->getSlave(); |
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330 | ControllableEntity* entity = slave->getControllableEntity(); |
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331 | |
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332 | |
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333 | if(!entity->hasHumanController()) |
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334 | { |
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335 | // delete the AIController |
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336 | slave->setControllableEntity(0); |
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337 | |
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338 | // set a new master within the formation |
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339 | orxonox_cast<FormationController*>(this->getController())->setNewMasterWithinFormation(orxonox_cast<FormationController*>(slave)); |
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340 | |
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341 | // start to control a slave |
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342 | this->getPlayer()->startControl(entity); |
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343 | } |
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344 | else |
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345 | { |
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346 | this->getPlayer()->stopControl(); |
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347 | } |
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348 | |
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349 | } |
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350 | else |
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351 | { |
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352 | this->getPlayer()->stopControl(); |
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353 | } |
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354 | } |
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355 | if (GameMode::isMaster()) |
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356 | { |
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357 | // this->deathEffect(); |
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358 | this->goWithStyle(); |
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359 | } |
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360 | } |
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361 | } |
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362 | void Pawn::goWithStyle() |
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363 | { |
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364 | this->bAlive_ = false; |
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365 | this->setDestroyWhenPlayerLeft(false); |
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366 | |
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367 | BigExplosion* chunk = new BigExplosion(this->getCreator()); |
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368 | chunk->setPosition(this->getPosition()); |
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369 | |
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370 | } |
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371 | void Pawn::deatheffect() |
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372 | { |
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373 | // play death effect |
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374 | { |
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375 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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376 | effect->setPosition(this->getPosition()); |
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377 | effect->setOrientation(this->getOrientation()); |
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378 | effect->setDestroyAfterLife(true); |
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379 | effect->setSource("Orxonox/explosion2b"); |
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380 | effect->setLifetime(4.0f); |
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381 | } |
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382 | { |
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383 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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384 | effect->setPosition(this->getPosition()); |
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385 | effect->setOrientation(this->getOrientation()); |
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386 | effect->setDestroyAfterLife(true); |
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387 | effect->setSource("Orxonox/smoke6"); |
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388 | effect->setLifetime(4.0f); |
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389 | } |
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390 | { |
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391 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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392 | effect->setPosition(this->getPosition()); |
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393 | effect->setOrientation(this->getOrientation()); |
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394 | effect->setDestroyAfterLife(true); |
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395 | effect->setSource("Orxonox/sparks"); |
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396 | effect->setLifetime(4.0f); |
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397 | } |
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398 | for (unsigned int i = 0; i < this->numexplosionchunks_; ++i) |
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399 | { |
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400 | ExplosionChunk* chunk = new ExplosionChunk(this->getCreator()); |
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401 | chunk->setPosition(this->getPosition()); |
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402 | } |
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403 | } |
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404 | |
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405 | void Pawn::fired(unsigned int firemode) |
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406 | { |
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407 | if (this->weaponSystem_) |
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408 | this->weaponSystem_->fire(firemode); |
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409 | } |
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410 | |
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411 | void Pawn::reload() |
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412 | { |
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413 | this->bReload_ = true; |
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414 | } |
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415 | |
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416 | void Pawn::postSpawn() |
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417 | { |
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418 | this->setHealth(this->initialHealth_); |
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419 | if (GameMode::isMaster()) |
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420 | this->spawneffect(); |
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421 | } |
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422 | |
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423 | /* WeaponSystem: |
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424 | * functions load Slot, Set, Pack from XML and make sure all parent-pointers are set. |
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425 | * with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it. |
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426 | * --> e.g. Pickup-Items |
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427 | */ |
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428 | void Pawn::addWeaponSlot(WeaponSlot * wSlot) |
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429 | { |
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430 | this->attach(wSlot); |
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431 | if (this->weaponSystem_) |
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432 | this->weaponSystem_->addWeaponSlot(wSlot); |
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433 | } |
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434 | |
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435 | WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const |
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436 | { |
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437 | if (this->weaponSystem_) |
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438 | return this->weaponSystem_->getWeaponSlot(index); |
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439 | else |
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440 | return 0; |
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441 | } |
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442 | |
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443 | void Pawn::addWeaponSet(WeaponSet * wSet) |
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444 | { |
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445 | if (this->weaponSystem_) |
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446 | this->weaponSystem_->addWeaponSet(wSet); |
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447 | } |
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448 | |
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449 | WeaponSet * Pawn::getWeaponSet(unsigned int index) const |
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450 | { |
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451 | if (this->weaponSystem_) |
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452 | return this->weaponSystem_->getWeaponSet(index); |
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453 | else |
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454 | return 0; |
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455 | } |
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456 | |
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457 | void Pawn::addWeaponPack(WeaponPack * wPack) |
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458 | { |
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459 | if (this->weaponSystem_) |
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460 | { |
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461 | this->weaponSystem_->addWeaponPack(wPack); |
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462 | this->addedWeaponPack(wPack); |
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463 | } |
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464 | } |
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465 | |
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466 | void Pawn::addWeaponPackXML(WeaponPack * wPack) |
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467 | { |
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468 | if (this->weaponSystem_) |
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469 | { |
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470 | if (!this->weaponSystem_->addWeaponPack(wPack)) |
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471 | wPack->destroy(); |
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472 | else |
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473 | this->addedWeaponPack(wPack); |
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474 | } |
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475 | } |
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476 | |
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477 | WeaponPack * Pawn::getWeaponPack(unsigned int index) const |
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478 | { |
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479 | if (this->weaponSystem_) |
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480 | return this->weaponSystem_->getWeaponPack(index); |
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481 | else |
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482 | return 0; |
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483 | } |
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484 | |
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485 | //Tell the Map (RadarViewable), if this is a playership |
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486 | void Pawn::startLocalHumanControl() |
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487 | { |
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488 | // SUPER(ControllableEntity, changedPlayer()); |
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489 | ControllableEntity::startLocalHumanControl(); |
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490 | this->isHumanShip_ = true; |
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491 | } |
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492 | |
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493 | void Pawn::changedVisibility(void) |
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494 | { |
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495 | SUPER(Pawn, changedVisibility); |
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496 | |
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497 | // enable proper radarviewability when the visibility is changed |
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498 | this->RadarViewable::settingsChanged(); |
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499 | } |
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500 | |
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501 | |
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502 | // A function to check if this pawn's controller is the master of any formationcontroller |
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503 | bool Pawn::hasSlaves() |
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504 | { |
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505 | for (ObjectList<FormationController>::iterator it = |
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506 | ObjectList<FormationController>::begin(); |
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507 | it != ObjectList<FormationController>::end(); ++it ) |
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508 | { |
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509 | // checks if the pawn's controller has a slave |
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510 | if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController()) |
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511 | return true; |
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512 | } |
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513 | return false; |
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514 | } |
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515 | |
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516 | // A function that returns a slave of the pawn's controller |
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517 | Controller* Pawn::getSlave(){ |
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518 | for (ObjectList<FormationController>::iterator it = |
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519 | ObjectList<FormationController>::begin(); |
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520 | it != ObjectList<FormationController>::end(); ++it ) |
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521 | { |
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522 | if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController()) |
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523 | return it->getController(); |
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524 | } |
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525 | return 0; |
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526 | } |
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527 | |
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528 | |
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529 | |
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530 | } |
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