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- #include "Base.h"
- #include "Spiel.h"
- #include "Ereignis.h"
- Base::Base( int id, int x, int y, int width, int height, bool showTimer, Punkt timerPosition, int timerFarbe, int maxTime, Team *team )
- : GameObject( BASE, x, y, width, height )
- {
- this->showTimer = showTimer;
- this->timerPosition = timerPosition;
- this->timerFarbe = timerFarbe;
- this->id = id;
- this->maxTime = maxTime;
- this->team = team;
- inChange = 0;
- nextTeam = 0;
- leftTime = (float)maxTime;
- }
- Base::~Base()
- {
- if( team )
- team->release();
- if( nextTeam )
- nextTeam->release();
- }
- void Base::setTeam( Team *team, Spiel *zSpiel )
- {
- Ereignis *e = new Ereignis( BASIS_BESITZERWECHSEL );
- e->addParameter( "Betroffene Basis", dynamic_cast<Base *>( getThis() ) );
- e->addParameter( "Vorheriges Team", this->team ? dynamic_cast<Team *>( this->team->getThis() ) : new Variable( NICHTS ) );
- e->addParameter( "Nächstes Team", team ? dynamic_cast<Team *>( team->getThis() ) : new Variable( NICHTS ) );
- if( this->team )
- this->team->release();
- this->team = team;
- zSpiel->setLastTeamChangedBase( dynamic_cast<Base *>( getThis() ) );
- zSpiel->throwEvent( e );
- }
- void Base::startChange( Team *team )
- {
- if( team == this->team )
- {
- inChange = 0;
- if( nextTeam )
- nextTeam = (Team *)nextTeam->release();
- team->release();
- return;
- }
- else if( this->team )
- {
- if( nextTeam )
- nextTeam = (Team *)nextTeam->release();
- leftTime = (float)maxTime;
- inChange = 1;
- team->release();
- }
- else
- {
- if( nextTeam )
- nextTeam = (Team *)nextTeam->release();
- nextTeam = team;
- leftTime = (float)maxTime;
- inChange = 1;
- }
- }
- void Base::tick( double time, Spiel *zSpiel )
- {
- if( inChange )
- {
- leftTime -= (float)time;
- if( leftTime <= 0 )
- {
- setTeam( nextTeam, zSpiel );
- nextTeam = 0;
- inChange = 0;
- }
- }
- }
- int Base::getId() const
- {
- return id;
- }
- Team *Base::getTeam() const
- {
- return team ? dynamic_cast<Team *>( team->getThis() ) : 0;
- }
- Team *Base::zTeam() const
- {
- return team;
- }
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