- Timestamp:
- May 3, 2006, 12:03:47 AM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/story_entities/game_world_data.cc
r7482 r7488 352 352 /* unload the shaders */ 353 353 Shader::suspendShader(); 354 355 State::setGameRules(NULL); 354 356 } 355 357 -
trunk/src/util/game_rules.cc
r7462 r7488 60 60 while( element != NULL) 61 61 { 62 PRINTF( 2)("============ MissionGoal\n");63 PRINTF( 2)("Adding Mission Goal:%s\n", element->Value());62 PRINTF(4)("============ MissionGoal\n"); 63 PRINTF(4)("Adding Mission Goal:%s\n", element->Value()); 64 64 BaseObject* created = Factory::fabricate(element); 65 65 if (created != NULL /*&& created->isA(CL_GAME_RULES)*/) -
trunk/src/util/game_rules.h
r7486 r7488 34 34 inline void addMissionGoal(MissionGoal* missionGoal) { this->missionList.push_back(missionGoal); } 35 35 /** adding a kill event to the kill list @param kill the kill object containing all infos */ 36 inline void registerKill(const Kill& kill) { this->killList.push_back(kill); }36 inline void registerKill(const Kill& kill) { PRINTF(0)("Received Event: Kill\n"); this->killList.push_back(kill); } 37 37 38 38 virtual void onPlayerSpawn() {} -
trunk/src/util/singleplayer_shootemup.cc
r7464 r7488 107 107 void SingleplayerShootemup::checkGameRules(float dt) 108 108 { 109 PRINTF(0)("===========| Printing Mission State:\n");109 // PRINTF(0)("===========| Printing Mission State:\n"); 110 110 for (std::vector<MissionGoal*>::iterator it = this->missionList.begin(); it != this->missionList.end(); it++) 111 111 { 112 112 if( (*it)->checkMissionGoal(dt) != MS_ACCOMPLISHED) 113 113 { 114 PRINTF(0)(" Mission \"%s\" is not finished yet\n", (*it)->getMissionName().c_str());114 // PRINTF(0)(" Mission \"%s\" is not finished yet\n", (*it)->getMissionName().c_str()); 115 115 } 116 116 } -
trunk/src/world_entities/test_entity.cc
r7198 r7488 21 21 #include "util/loading/factory.h" 22 22 #include "util/loading/load_param.h" 23 24 #include "kill.h" 25 #include "game_rules.h" 23 26 24 27 #include "test_entity.h" … … 99 102 this->dieHard(); 100 103 this->lastCollided = entity; 104 105 if(State::getGameRules()) 106 State::getGameRules()->registerKill(Kill(entity, this)); 101 107 } 102 108 } … … 108 114 if( this->bDeath) 109 115 return; 116 110 117 this->bDeath = true; 111 118 float anim;
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