//////////////////////////////////////////////////////////////////////////////// // 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 #include #include #include #include #include TankAIHumanCtrl * TankAIHumanCtrl::instance_ = 0; TankAIHumanCtrl * TankAIHumanCtrl::instance() { if (!instance_) { instance_ = new TankAIHumanCtrl; } return instance_; } TankAIHumanCtrl::TankAIHumanCtrl() : GameStateI("TankAIHumanCtrl") { } TankAIHumanCtrl::~TankAIHumanCtrl() { } void TankAIHumanCtrl::enterState(const unsigned state) { if (state == ClientState::StateShot) { Tank *currentTank = ScorchedClient::instance()->getTankContainer().getCurrentTank(); if (currentTank) { if (currentTank->getState().getState() == TankState::sNormal) { TankAI *ai = currentTank->getTankAI(); if (ai) { ai->endPlayMove(); } } } } } void TankAIHumanCtrl::keyboardCheck(const unsigned state, float frameTime, char *buffer, unsigned int keyState, KeyboardHistory::HistoryElement *history, int hisCount, bool &skipRest) { Tank *currentTank = ScorchedClient::instance()->getTankContainer().getCurrentTank(); if (currentTank) { if (currentTank->getState().getState() == TankState::sNormal) { setTankAI(); // Ensure this tank has an AI TankAI *ai = currentTank->getTankAI(); if (ai) { ai->playMove(state, frameTime, buffer, keyState); } } } } void TankAIHumanCtrl::setTankAI() { Tank *currentTank = ScorchedClient::instance()->getTankContainer().getCurrentTank(); if (currentTank) { if (currentTank->getDestinationId() == ScorchedClient::instance()->getTankContainer().getCurrentDestinationId() && !currentTank->getTankAI()) { // If this is a player local to this destination then add the human ai static TankAIHuman humanAI; TankAI *ai = humanAI.getCopy(currentTank); currentTank->setTankAI(ai); } } }