Show TankSay.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <actions/TankSay.h>
#ifndef S3D_SERVER
#include <sprites/TalkRenderer.h>
#include <sprites/ExplosionTextures.h>
#endif
#include <tank/TankContainer.h>
#include <tank/TankPosition.h>
#include <tank/TankAvatar.h>
#include <engine/ScorchedContext.h>
#include <engine/ActionController.h>
#include <common/Defines.h>
#include <common/ChannelManager.h>
TankSay::TankSay(unsigned int playerId,
const char *text) :
playerId_(playerId), text_(text)
{
}
TankSay::~TankSay()
{
}
void TankSay::init()
{
Tank *tank =
context_->tankContainer->getTankById(playerId_);
if (tank)
{
#ifndef S3D_SERVER
if (!context_->serverMode)
{
// put a speach bubble over the talking tank
Vector white(1.0f, 1.0f, 1.0f);
TalkRenderer *talk = new TalkRenderer(
tank->getPosition().getTankTurretPosition(),
white);
context_->actionController->addAction(new SpriteAction(talk));
ChannelText text("general", text_.c_str());
text.setSrcPlayerId(playerId_);
ChannelManager::showText(text);
}
#endif // #ifndef S3D_SERVER
}
}
void TankSay::simulate(float frameTime, bool &remove)
{
remove = true;
Action::simulate(frameTime, remove);
}
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