}
GameObject*
-Sector::parse_object(const std::string& name, const Reader& reader)
+Sector::parse_object(const std::string& name_, const Reader& reader)
{
- if(name == "camera") {
- Camera* camera = new Camera(this, "Camera");
- camera->parse(reader);
- return camera;
- } else if(name == "particles-snow") {
+ if(name_ == "camera") {
+ Camera* camera_ = new Camera(this, "Camera");
+ camera_->parse(reader);
+ return camera_;
+ } else if(name_ == "particles-snow") {
SnowParticleSystem* partsys = new SnowParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-rain") {
+ } else if(name_ == "particles-rain") {
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-comets") {
+ } else if(name_ == "particles-comets") {
CometParticleSystem* partsys = new CometParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-ghosts") {
+ } else if(name_ == "particles-ghosts") {
GhostParticleSystem* partsys = new GhostParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-clouds") {
+ } else if(name_ == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "money") { // for compatibility with old maps
+ } else if(name_ == "money") { // for compatibility with old maps
return new Jumpy(reader);
} else {
try {
- return ObjectFactory::instance().create(name, reader);
+ return ObjectFactory::instance().create(name_, reader);
} catch(std::exception& e) {
log_warning << e.what() << "" << std::endl;
return 0;
}
// add a camera
- Camera* camera = new Camera(this, "Camera");
- add_object(camera);
+ Camera* camera_ = new Camera(this, "Camera");
+ add_object(camera_);
update_game_objects();
solid_tilemaps.push_back(tilemap);
}
- Camera* camera = dynamic_cast<Camera*> (object);
- if(camera != NULL) {
+ Camera* camera_ = dynamic_cast<Camera*> (object);
+ if(camera_ != NULL) {
if(this->camera != 0) {
log_warning << "Multiple cameras added. Ignoring" << std::endl;
return false;
}
- this->camera = camera;
+ this->camera = camera_;
}
- Player* player = dynamic_cast<Player*> (object);
- if(player != NULL) {
+ Player* player_ = dynamic_cast<Player*> (object);
+ if(player_ != NULL) {
if(this->player != 0) {
log_warning << "Multiple players added. Ignoring" << std::endl;
return false;
}
- this->player = player;
+ this->player = player_;
}
- DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
- if(effect != NULL) {
+ DisplayEffect* effect_ = dynamic_cast<DisplayEffect*> (object);
+ if(effect_ != NULL) {
if(this->effect != 0) {
log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
return false;
}
- this->effect = effect;
+ this->effect = effect_;
}
if(_current == this) {
}
void
-Sector::set_gravity(float gravity)
+Sector::set_gravity(float gravity_)
{
log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
- this->gravity = gravity;
+ this->gravity = gravity_;
}
float