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- #include "Variablen.h"
- #include "Gegenstand.h"
- GeschossTyp getGeschossTypFromString( Text str )
- {
- if( str.istGleich( "KUGEL" ) )
- return GESCHOSS_KUGEL;
- if( str.istGleich( "DRACHENAUGE" ) )
- return GESCHOSS_DRACHENAUGE;
- if( str.istGleich( "FEUERBALL" ) )
- return GESCHOSS_FEUERBALL;
- if( str.istGleich( "MINE" ) )
- return GESCHOSS_MINE;
- return GESCHOSS_PFEIL;
- }
- Richtung invert( Richtung r )
- {
- if( r == OBEN )
- return UNTEN;
- if( r == UNTEN )
- return OBEN;
- if( r == LINKS )
- return RECHTS;
- if( r == RECHTS )
- return LINKS;
- return r;
- }
- Richtung getRichtungFromString( Text str )
- {
- if( str.istGleich( "OBEN" ) )
- return OBEN;
- if( str.istGleich( "LINKS" ) )
- return LINKS;
- if( str.istGleich( "UNTEN" ) )
- return UNTEN;
- if( str.istGleich( "RECHTS" ) )
- return RECHTS;
- return MITTE;
- }
- bool operator==( VariableTyp a, VariableTyp b )
- {
- if( a == (int)ALLE || b == (int)ALLE )
- return 1;
- if( a == (int)GAME_OBJEKT || b == (int)GAME_OBJEKT )
- {
- return ( a == (int)BARIERE || a == (int)BASE || a == (int)GEGENSTAND || a == (int)GESCHOSS ||
- a == (int)SCHALTER || a == (int)SCHIENE || a == (int)SPIELER || a == (int)TIMER ||
- a == (int)TUNNEL || a == (int)UMLENKUNG || a == (int)GAME_OBJEKT || a == (int)ALLE ) &&
- ( b == (int)BARIERE || b == (int)BASE || b == (int)GEGENSTAND || b == (int)GESCHOSS ||
- b == (int)SCHALTER || b == (int)SCHIENE || b == (int)SPIELER || b == (int)TIMER || b == (int)TUNNEL ||
- b == (int)UMLENKUNG || b == (int)GAME_OBJEKT || b == (int)ALLE );
- }
- return (int)a == (int)b;
- }
- bool operator!=( VariableTyp a, VariableTyp b )
- {
- return !( a == b );
- }
- Variable::Variable( VariableTyp typ )
- : ReferenceCounter()
- {
- this->typ = typ;
- }
- Variable::~Variable()
- {}
- VariableTyp Variable::getVariableTyp() const
- {
- return typ;
- }
- bool isTrue( Variable *v )
- {
- if( !v )
- return 0;
- switch( v->getVariableTyp() )
- {
- case NICHTS:
- return 0;
- case INTEGER:
- return ( (Integer *)v )->getValue() != 0;
- case BOOLEAN:
- return ( (Boolean *)v )->getValue();
- case STRING:
- return ( (String *)v )->getValue().getLength();
- case FLOAT:
- return ( (Float *)v )->getValue() != 0;
- case TASTE:
- return ( (Integer *)v )->getValue() != 0;
- case GEGENSTAND_TYP:
- return ( (GegenstandTypVar *)v )->getValue() != KEIN_GEGENSTAND;
- default:
- return 1;
- }
- }
- Integer::Integer( int value, bool taste )
- : Variable( taste ? TASTE : INTEGER )
- {
- this->value = value;
- }
- void Integer::setValue( int value )
- {
- this->value = value;
- }
- int Integer::getValue() const
- {
- return value;
- }
- Boolean::Boolean( bool value )
- : Variable( BOOLEAN )
- {
- this->value = value;
- }
- void Boolean::setValue( bool value )
- {
- this->value = value;
- }
- bool Boolean::getValue() const
- {
- return value;
- }
- String::String( const char *value )
- : Variable( STRING )
- {
- this->value = value;
- }
- String::String( Richtung r )
- : Variable( RICHTUNG )
- {
- switch( r )
- {
- case OBEN:
- value = "OBEN";
- break;
- case UNTEN:
- value = "UNTEN";
- break;
- case LINKS:
- value = "LINKS";
- break;
- case RECHTS:
- value = "RECHTS";
- break;
- case MITTE:
- value = "MITTE";
- break;
- default:
- break;
- }
- }
- String::String( GeschossTyp typ )
- : Variable( GESCHOSS_TYP )
- {
- switch( typ )
- {
- case GESCHOSS_PFEIL:
- value = "PFEIL";
- break;
- case GESCHOSS_KUGEL:
- value = "KUGEL";
- break;
- case GESCHOSS_FEUERBALL:
- value = "FEUERBALL";
- break;
- case GESCHOSS_DRACHENAUGE:
- value = "DRACHENAUGE";
- break;
- case GESCHOSS_MINE:
- value = "MINE";
- break;
- }
- }
- void String::setValue( Text value )
- {
- this->value = value;
- }
- const Text &String::getValue() const
- {
- return value;
- }
- Float::Float( float value )
- : Variable( FLOAT )
- {
- this->value = value;
- }
- void Float::setValue( float value )
- {
- this->value = value;
- }
- float Float::getValue() const
- {
- return value;
- }
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