| 1 | #include "explanations.h" |
| 2 | |
| 3 | #include <base/system.h> |
| 4 | |
| 5 | #include <game/mapitems.h> |
| 6 | |
| 7 | // DDNet entity explanations by Lady Saavik |
| 8 | // TODO: Add other entities' tiles' explanations and improve new ones |
| 9 | |
| 10 | // Tile Numbers For Explanations - TODO: Add/Improve tiles and explanations |
| 11 | enum |
| 12 | { |
| 13 | TILE_PUB_AIR = 0, |
| 14 | TILE_PUB_HOOKABLE = 1, |
| 15 | TILE_PUB_DEATH = 2, |
| 16 | TILE_PUB_UNHOOKABLE = 3, |
| 17 | |
| 18 | TILE_PUB_CREDITS1 = 140, |
| 19 | TILE_PUB_CREDITS2 = 141, |
| 20 | TILE_PUB_CREDITS3 = 142, |
| 21 | TILE_PUB_CREDITS4 = 143, |
| 22 | TILE_PUB_CREDITS5 = 156, |
| 23 | TILE_PUB_CREDITS6 = 157, |
| 24 | TILE_PUB_CREDITS7 = 158, |
| 25 | TILE_PUB_CREDITS8 = 159, |
| 26 | |
| 27 | TILE_PUB_ENTITIES_OFF1 = 190, |
| 28 | TILE_PUB_ENTITIES_OFF2 = 191, |
| 29 | }; |
| 30 | |
| 31 | enum |
| 32 | { |
| 33 | TILE_FNG_SPIKE_GOLD = 7, |
| 34 | TILE_FNG_SPIKE_NORMAL = 8, |
| 35 | TILE_FNG_SPIKE_RED = 9, |
| 36 | TILE_FNG_SPIKE_BLUE = 10, |
| 37 | TILE_FNG_SCORE_RED = 11, |
| 38 | TILE_FNG_SCORE_BLUE = 12, |
| 39 | |
| 40 | TILE_FNG_SPIKE_GREEN = 14, |
| 41 | TILE_FNG_SPIKE_PURPLE = 15, |
| 42 | |
| 43 | TILE_FNG_SPAWN = 192, |
| 44 | TILE_FNG_SPAWN_RED = 193, |
| 45 | TILE_FNG_SPAWN_BLUE = 194, |
| 46 | TILE_FNG_FLAG_RED = 195, |
| 47 | TILE_FNG_FLAG_BLUE = 196, |
| 48 | TILE_FNG_SHIELD = 197, |
| 49 | TILE_FNG_HEART = 198, |
| 50 | TILE_FNG_SHOTGUN = 199, |
| 51 | TILE_FNG_GRENADE = 200, |
| 52 | TILE_FNG_NINJA = 201, |
| 53 | TILE_FNG_LASER = 202, |
| 54 | |
| 55 | TILE_FNG_SPIKE_OLD1 = 208, |
| 56 | TILE_FNG_SPIKE_OLD2 = 209, |
| 57 | TILE_FNG_SPIKE_OLD3 = 210, |
| 58 | }; |
| 59 | |
| 60 | enum |
| 61 | { |
| 62 | TILE_VANILLA_SPAWN = 192, |
| 63 | TILE_VANILLA_SPAWN_RED = 193, |
| 64 | TILE_VANILLA_SPAWN_BLUE = 194, |
| 65 | TILE_VANILLA_FLAG_RED = 195, |
| 66 | TILE_VANILLA_FLAG_BLUE = 196, |
| 67 | TILE_VANILLA_SHIELD = 197, |
| 68 | TILE_VANILLA_HEART = 198, |
| 69 | TILE_VANILLA_SHOTGUN = 199, |
| 70 | TILE_VANILLA_GRENADE = 200, |
| 71 | TILE_VANILLA_NINJA = 201, |
| 72 | TILE_VANILLA_LASER = 202, |
| 73 | }; |
| 74 | |
| 75 | const char *CExplanations::ExplainDDNet(int Tile, int Layer) |
| 76 | { |
| 77 | switch(Tile) |
| 78 | { |
| 79 | case TILE_AIR: |
| 80 | return "EMPTY: Can be used as an eraser." ; |
| 81 | case TILE_SOLID: |
| 82 | if(Layer == LAYER_GAME) |
| 83 | return "HOOKABLE: It's possible to hook and collide with it." ; |
| 84 | break; |
| 85 | case TILE_DEATH: |
| 86 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 87 | return "KILL: Kills the tee." ; |
| 88 | break; |
| 89 | case TILE_NOHOOK: |
| 90 | if(Layer == LAYER_GAME) |
| 91 | return "UNHOOKABLE: It's not possible to hook it, but can collide with it." ; |
| 92 | break; |
| 93 | case TILE_NOLASER: |
| 94 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 95 | return "LASER BLOCKER: Doesn't let DRAGGING & SPINNING LASER and PLASMA TURRET reach tees through it." ; |
| 96 | break; |
| 97 | case TILE_THROUGH_CUT: |
| 98 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 99 | return "HOOKTHROUGH: Shortcut for new hookthrough." ; |
| 100 | break; |
| 101 | case TILE_THROUGH_ALL: |
| 102 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 103 | return "HOOKTHROUGH: Combined with a collision tile is new hookthrough, otherwise stops hooks, from all directions." ; |
| 104 | break; |
| 105 | case TILE_THROUGH_DIR: |
| 106 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 107 | return "HOOKTHROUGH: Combined with a collision tile is new hookthrough, otherwise stops hook, from one direction." ; |
| 108 | break; |
| 109 | case TILE_THROUGH: |
| 110 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 111 | return "HOOKTHROUGH: Combined with (UN)HOOKABLE tiles, allows to hook through the walls." ; |
| 112 | break; |
| 113 | case TILE_JUMP: |
| 114 | if(Layer == LAYER_SWITCH) |
| 115 | return "JUMP: Sets defined amount of jumps (default is 2)." ; |
| 116 | break; |
| 117 | case TILE_FREEZE: |
| 118 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 119 | return "FREEZE: Freezes tees for 3 seconds." ; |
| 120 | if(Layer == LAYER_SWITCH) |
| 121 | return "FREEZE: Freezes tees for defined amount of seconds." ; |
| 122 | break; |
| 123 | case TILE_UNFREEZE: |
| 124 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 125 | return "UNFREEZE: Unfreezes tees immediately." ; |
| 126 | break; |
| 127 | case TILE_TELEINEVIL: |
| 128 | if(Layer == LAYER_TELE) |
| 129 | return "RED TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are reset." ; |
| 130 | break; |
| 131 | case TILE_DFREEZE: |
| 132 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 133 | return "DEEP FREEZE: Permanent freeze. Only UNDEEP tile can cancel this effect." ; |
| 134 | break; |
| 135 | case TILE_DUNFREEZE: |
| 136 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 137 | return "UNDEEP: Removes DEEP FREEZE effect." ; |
| 138 | break; |
| 139 | case TILE_LFREEZE: |
| 140 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 141 | return "LIVE FREEZE: Live frozen tees cannot move or jump, while hook and weapons can still be used." ; |
| 142 | break; |
| 143 | case TILE_LUNFREEZE: |
| 144 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 145 | return "LIVE UNFREEZE: Removes LIVE FREEZE effect." ; |
| 146 | break; |
| 147 | case TILE_TELEINWEAPON: |
| 148 | if(Layer == LAYER_TELE) |
| 149 | return "WEAPON TELEPORT: Teleports bullets shot into it to TELEPORT TO, where it comes out. Direction, angle and length are kept." ; |
| 150 | break; |
| 151 | case TILE_TELEINHOOK: |
| 152 | if(Layer == LAYER_TELE) |
| 153 | return "HOOK TELEPORT: Teleports hooks entering into it to TELEPORT TO, where it comes out. Direction, angle and length are kept." ; |
| 154 | break; |
| 155 | case TILE_WALLJUMP: |
| 156 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 157 | return "WALLJUMP: Placed next to a wall. Enables climbing up the wall." ; |
| 158 | break; |
| 159 | case TILE_EHOOK_ENABLE: |
| 160 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 161 | return "ENDLESS HOOK: Activates endless hook." ; |
| 162 | break; |
| 163 | case TILE_EHOOK_DISABLE: |
| 164 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 165 | return "ENDLESS HOOK OFF: Deactivates endless hook." ; |
| 166 | break; |
| 167 | case TILE_HIT_ENABLE: |
| 168 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 169 | return "HIT OTHERS: You can hit others." ; |
| 170 | if(Layer == LAYER_SWITCH) |
| 171 | return "HIT OTHERS: You can activate hitting others for single weapons, using delay number to select which." ; |
| 172 | break; |
| 173 | case TILE_HIT_DISABLE: |
| 174 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 175 | return "HIT OTHERS: You can't hit others." ; |
| 176 | if(Layer == LAYER_SWITCH) |
| 177 | return "HIT OTHERS: You can deactivate hitting others for single weapons, using delay number to select which." ; |
| 178 | break; |
| 179 | case TILE_SOLO_ENABLE: |
| 180 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 181 | return "SOLO: You are now in a solo part." ; |
| 182 | break; |
| 183 | case TILE_SOLO_DISABLE: // also TILE_SWITCHTIMEDOPEN |
| 184 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 185 | return "SOLO: You are now out of the solo part." ; |
| 186 | if(Layer == LAYER_SWITCH) |
| 187 | return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for a set amount of seconds." ; |
| 188 | break; |
| 189 | case TILE_SWITCHTIMEDCLOSE: |
| 190 | if(Layer == LAYER_SWITCH) |
| 191 | return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for a set amount of seconds." ; |
| 192 | break; |
| 193 | case TILE_SWITCHOPEN: |
| 194 | if(Layer == LAYER_SWITCH) |
| 195 | return "SWITCH: Activates switch (e.g. closes door) with the same number." ; |
| 196 | break; |
| 197 | case TILE_SWITCHCLOSE: |
| 198 | if(Layer == LAYER_SWITCH) |
| 199 | return "SWITCH: Deactivates switch (e.g. opens door) with the same number." ; |
| 200 | break; |
| 201 | case TILE_TELEIN: |
| 202 | if(Layer == LAYER_TELE) |
| 203 | return "BLUE TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept." ; |
| 204 | break; |
| 205 | case TILE_TELEOUT: |
| 206 | if(Layer == LAYER_TELE) |
| 207 | return "TELEPORT TO: Destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers." ; |
| 208 | break; |
| 209 | case TILE_SPEED_BOOST_OLD: |
| 210 | if(Layer == LAYER_SPEEDUP) |
| 211 | return "OLD SPEEDUP: Gives tee defined speed. Arrow shows direction and angle. Deprecated." ; |
| 212 | break; |
| 213 | case TILE_TELECHECK: // also TILE_SPEED_BOOST |
| 214 | if(Layer == LAYER_TELE) |
| 215 | return "CHECKPOINT TELEPORT: After having touched this tile, any CFRM will teleport you to CTO with the same number." ; |
| 216 | if(Layer == LAYER_SPEEDUP) |
| 217 | return "SPEEDUP: Gives tee defined speed. Arrow shows direction and angle." ; |
| 218 | break; |
| 219 | case TILE_TELECHECKOUT: |
| 220 | if(Layer == LAYER_TELE) |
| 221 | return "CHECKPOINT TELEPORT TO: Tees will appear here after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT." ; |
| 222 | break; |
| 223 | case TILE_TELECHECKIN: |
| 224 | if(Layer == LAYER_TELE) |
| 225 | return "BLUE CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept." ; |
| 226 | break; |
| 227 | case TILE_REFILL_JUMPS: |
| 228 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 229 | return "REFILL JUMPS: Restores all jumps." ; |
| 230 | break; |
| 231 | case TILE_START: |
| 232 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 233 | return "START: Starts counting your race time." ; |
| 234 | break; |
| 235 | case TILE_FINISH: |
| 236 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 237 | return "FINISH: End of race." ; |
| 238 | break; |
| 239 | case TILE_STOP: |
| 240 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 241 | return "STOPPER: You can hook and shoot through it. You can't go through it against the arrow." ; |
| 242 | break; |
| 243 | case TILE_STOPS: |
| 244 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 245 | return "STOPPER: You can hook and shoot through it. You can't go through it against the arrows." ; |
| 246 | break; |
| 247 | case TILE_STOPA: |
| 248 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 249 | return "STOPPER: You can hook and shoot through it. You can't go through it." ; |
| 250 | break; |
| 251 | case TILE_TELECHECKINEVIL: |
| 252 | if(Layer == LAYER_TELE) |
| 253 | return "RED CHECKPOINT TELEPORT: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are reset." ; |
| 254 | break; |
| 255 | case TILE_CP: |
| 256 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 257 | return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move slowly." ; |
| 258 | break; |
| 259 | case TILE_CP_F: |
| 260 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 261 | return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move quickly." ; |
| 262 | break; |
| 263 | case TILE_TUNE: |
| 264 | if(Layer == LAYER_TUNE) |
| 265 | return "TUNE ZONE: Area where defined tunes work." ; |
| 266 | break; |
| 267 | case TILE_OLDLASER: |
| 268 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 269 | return "GLOBAL OLD SHOTGUN: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map." ; |
| 270 | break; |
| 271 | case TILE_NPC: |
| 272 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 273 | return "GLOBAL COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map." ; |
| 274 | break; |
| 275 | case TILE_EHOOK: |
| 276 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 277 | return "GLOBAL ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map." ; |
| 278 | break; |
| 279 | case TILE_NOHIT: |
| 280 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 281 | return "GLOBAL HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map." ; |
| 282 | break; |
| 283 | case TILE_NPH: |
| 284 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 285 | return "GLOBAL HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map." ; |
| 286 | break; |
| 287 | case TILE_UNLOCK_TEAM: |
| 288 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 289 | return "UNLOCK TEAM: Forces team to be unlocked so that team doesn't get killed when one dies." ; |
| 290 | break; |
| 291 | case TILE_ADD_TIME: |
| 292 | if(Layer == LAYER_SWITCH) |
| 293 | return "PENALTY: Adds time to your current race time. Opposite of BONUS." ; |
| 294 | break; |
| 295 | case TILE_NPC_DISABLE: |
| 296 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 297 | return "COLLISION OFF: You can't collide with others." ; |
| 298 | break; |
| 299 | case TILE_UNLIMITED_JUMPS_DISABLE: |
| 300 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 301 | return "SUPER JUMP OFF: You don't have unlimited air jumps." ; |
| 302 | break; |
| 303 | case TILE_JETPACK_DISABLE: |
| 304 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 305 | return "JETPACK OFF: You lose your jetpack gun." ; |
| 306 | break; |
| 307 | case TILE_NPH_DISABLE: |
| 308 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 309 | return "HOOK OTHERS OFF: You can't hook others." ; |
| 310 | break; |
| 311 | case TILE_SUBTRACT_TIME: |
| 312 | if(Layer == LAYER_SWITCH) |
| 313 | return "BONUS: Subtracts time from your current race time. Opposite of PENALTY." ; |
| 314 | break; |
| 315 | case TILE_NPC_ENABLE: |
| 316 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 317 | return "COLLISION: You can collide with others." ; |
| 318 | break; |
| 319 | case TILE_UNLIMITED_JUMPS_ENABLE: |
| 320 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 321 | return "SUPER JUMP: You have unlimited air jumps." ; |
| 322 | break; |
| 323 | case TILE_JETPACK_ENABLE: |
| 324 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 325 | return "JETPACK: You have a jetpack gun." ; |
| 326 | break; |
| 327 | case TILE_NPH_ENABLE: |
| 328 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 329 | return "HOOK OTHERS: You can hook others." ; |
| 330 | break; |
| 331 | case TILE_CREDITS_1: |
| 332 | case TILE_CREDITS_2: |
| 333 | case TILE_CREDITS_3: |
| 334 | case TILE_CREDITS_4: |
| 335 | case TILE_CREDITS_5: |
| 336 | case TILE_CREDITS_6: |
| 337 | case TILE_CREDITS_7: |
| 338 | case TILE_CREDITS_8: |
| 339 | return "CREDITS: Who designed the entities." ; |
| 340 | case TILE_ENTITIES_OFF_1: |
| 341 | case TILE_ENTITIES_OFF_2: |
| 342 | return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map." ; |
| 343 | // Entities |
| 344 | case ENTITY_OFFSET + ENTITY_SPAWN: |
| 345 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 346 | return "SPAWN: Here tees will appear after joining the game or dying somewhere on the map." ; |
| 347 | break; |
| 348 | case ENTITY_OFFSET + ENTITY_SPAWN_RED: |
| 349 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 350 | return "SPAWN: Red team members spawn here, same as normal spawn in DDRace." ; |
| 351 | break; |
| 352 | case ENTITY_OFFSET + ENTITY_SPAWN_BLUE: |
| 353 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 354 | return "SPAWN: Blue team members spawn here, same as normal spawn in DDRace." ; |
| 355 | break; |
| 356 | case ENTITY_OFFSET + ENTITY_FLAGSTAND_RED: |
| 357 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 358 | return "FLAG: Not used in DDRace. Place where red team flag is." ; |
| 359 | break; |
| 360 | case ENTITY_OFFSET + ENTITY_FLAGSTAND_BLUE: |
| 361 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 362 | return "FLAG: Not used in DDRace. Place where blue team flag is." ; |
| 363 | break; |
| 364 | case ENTITY_OFFSET + ENTITY_ARMOR_1: |
| 365 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 366 | return "SHIELD: Takes all weapons (except hammer and pistol) away." ; |
| 367 | break; |
| 368 | case ENTITY_OFFSET + ENTITY_HEALTH_1: |
| 369 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 370 | return "HEART: Works like a FREEZE tile. Freezes tees for 3 seconds by default." ; |
| 371 | break; |
| 372 | case ENTITY_OFFSET + ENTITY_WEAPON_SHOTGUN: |
| 373 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 374 | return "SHOTGUN: Drags the tees towards it. Bounces off the walls." ; |
| 375 | break; |
| 376 | case ENTITY_OFFSET + ENTITY_WEAPON_GRENADE: |
| 377 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 378 | return "GRENADE LAUNCHER: Throws exploding bullets. Also known as rocket." ; |
| 379 | break; |
| 380 | case ENTITY_OFFSET + ENTITY_POWERUP_NINJA: |
| 381 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 382 | return "NINJA: Makes you invisible in the darkest nights." ; |
| 383 | break; |
| 384 | case ENTITY_OFFSET + ENTITY_WEAPON_LASER: |
| 385 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 386 | return "LASER: Unfreezes hit tee. Bounces off the walls. Also known as laser." ; |
| 387 | break; |
| 388 | case ENTITY_OFFSET + ENTITY_LASER_FAST_CCW: |
| 389 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 390 | return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, fast." ; |
| 391 | break; |
| 392 | case ENTITY_OFFSET + ENTITY_LASER_NORMAL_CCW: |
| 393 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 394 | return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, medium speed." ; |
| 395 | break; |
| 396 | case ENTITY_OFFSET + ENTITY_LASER_SLOW_CCW: |
| 397 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 398 | return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, slow." ; |
| 399 | break; |
| 400 | case ENTITY_OFFSET + ENTITY_LASER_STOP: |
| 401 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 402 | return "NON-SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins." ; |
| 403 | break; |
| 404 | case ENTITY_OFFSET + ENTITY_LASER_SLOW_CW: |
| 405 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 406 | return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, slow." ; |
| 407 | break; |
| 408 | case ENTITY_OFFSET + ENTITY_LASER_NORMAL_CW: |
| 409 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 410 | return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, medium speed." ; |
| 411 | break; |
| 412 | case ENTITY_OFFSET + ENTITY_LASER_FAST_CW: |
| 413 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 414 | return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, fast." ; |
| 415 | break; |
| 416 | case ENTITY_OFFSET + ENTITY_LASER_SHORT: |
| 417 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 418 | return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 3 tiles long." ; |
| 419 | break; |
| 420 | case ENTITY_OFFSET + ENTITY_LASER_MEDIUM: |
| 421 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 422 | return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 6 tiles long." ; |
| 423 | break; |
| 424 | case ENTITY_OFFSET + ENTITY_LASER_LONG: |
| 425 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 426 | return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 9 tiles long." ; |
| 427 | break; |
| 428 | case ENTITY_OFFSET + ENTITY_LASER_C_SLOW: |
| 429 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 430 | return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow." ; |
| 431 | break; |
| 432 | case ENTITY_OFFSET + ENTITY_LASER_C_NORMAL: |
| 433 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 434 | return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed." ; |
| 435 | break; |
| 436 | case ENTITY_OFFSET + ENTITY_LASER_C_FAST: |
| 437 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 438 | return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast." ; |
| 439 | break; |
| 440 | case ENTITY_OFFSET + ENTITY_LASER_O_SLOW: |
| 441 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 442 | return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow." ; |
| 443 | break; |
| 444 | case ENTITY_OFFSET + ENTITY_LASER_O_NORMAL: |
| 445 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 446 | return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed." ; |
| 447 | break; |
| 448 | case ENTITY_OFFSET + ENTITY_LASER_O_FAST: |
| 449 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 450 | return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast." ; |
| 451 | break; |
| 452 | case ENTITY_OFFSET + ENTITY_PLASMAE: |
| 453 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 454 | return "PLASMA TURRET: Shoots plasma bullets at the closest tee. They explode on an obstactle they hit (wall or tee)." ; |
| 455 | break; |
| 456 | case ENTITY_OFFSET + ENTITY_PLASMAF: |
| 457 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 458 | return "PLASMA TURRET: Shoots plasma bullets that work like FREEZE at the closest tee." ; |
| 459 | break; |
| 460 | case ENTITY_OFFSET + ENTITY_PLASMA: |
| 461 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 462 | return "PLASMA TURRET: Shoots plasma bullets that work like FREEZE at the closest tee. They also explode on an obstactly they hit (wall or tee)." ; |
| 463 | break; |
| 464 | case ENTITY_OFFSET + ENTITY_PLASMAU: |
| 465 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 466 | return "PLASMA TURRET: Shoots plasma bullets that work like UNFREEZE at the closest tee." ; |
| 467 | break; |
| 468 | case ENTITY_OFFSET + ENTITY_CRAZY_SHOTGUN_EX: |
| 469 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 470 | return "EXPLODING BULLET: Bounces off the walls with explosion. Touching the bullet works like FREEZE tile (freezes for 3 seconds by default)." ; |
| 471 | break; |
| 472 | case ENTITY_OFFSET + ENTITY_CRAZY_SHOTGUN: |
| 473 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 474 | return "BULLET: Bounces off the walls without explosion. Touching the bullet works like FREEZE tile (freezes for 3 seconds by default)." ; |
| 475 | break; |
| 476 | case ENTITY_OFFSET + ENTITY_ARMOR_SHOTGUN: |
| 477 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 478 | return "SHOTGUN SHIELD: Takes shotgun away." ; |
| 479 | break; |
| 480 | case ENTITY_OFFSET + ENTITY_ARMOR_GRENADE: |
| 481 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 482 | return "GRENADE SHIELD: Takes grenade away." ; |
| 483 | break; |
| 484 | case ENTITY_OFFSET + ENTITY_ARMOR_NINJA: |
| 485 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 486 | return "NINJA SHIELD: Takes ninja away." ; |
| 487 | break; |
| 488 | case ENTITY_OFFSET + ENTITY_ARMOR_LASER: |
| 489 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 490 | return "LASER SHIELD: Takes laser away." ; |
| 491 | break; |
| 492 | case ENTITY_OFFSET + ENTITY_DRAGGER_WEAK: |
| 493 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 494 | return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Weak." ; |
| 495 | break; |
| 496 | case ENTITY_OFFSET + ENTITY_DRAGGER_NORMAL: |
| 497 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 498 | return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Medium strength." ; |
| 499 | break; |
| 500 | case ENTITY_OFFSET + ENTITY_DRAGGER_STRONG: |
| 501 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 502 | return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Strong." ; |
| 503 | break; |
| 504 | case ENTITY_OFFSET + ENTITY_DRAGGER_WEAK_NW: |
| 505 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 506 | return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Weak." ; |
| 507 | break; |
| 508 | case ENTITY_OFFSET + ENTITY_DRAGGER_NORMAL_NW: |
| 509 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 510 | return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Medium strength." ; |
| 511 | break; |
| 512 | case ENTITY_OFFSET + ENTITY_DRAGGER_STRONG_NW: |
| 513 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 514 | return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Strong." ; |
| 515 | break; |
| 516 | case ENTITY_OFFSET + ENTITY_DOOR: |
| 517 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) |
| 518 | return "DOOR: Combined with LASER LENGTH creates doors. Doesn't allow to go through it (only with NINJA)." ; |
| 519 | break; |
| 520 | case TILE_TELE_GUN_ENABLE: |
| 521 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 522 | return "TELEGUN: Turn gun on as telegun weapon." ; |
| 523 | break; |
| 524 | case TILE_TELE_GUN_DISABLE: |
| 525 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 526 | return "TELEGUN OFF: Turn gun off as telegun weapon." ; |
| 527 | break; |
| 528 | case TILE_ALLOW_TELE_GUN: |
| 529 | if(Layer == LAYER_FRONT) |
| 530 | return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement." ; |
| 531 | if(Layer == LAYER_SWITCH) |
| 532 | return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons, using delay number to select which." ; |
| 533 | break; |
| 534 | case TILE_ALLOW_BLUE_TELE_GUN: |
| 535 | if(Layer == LAYER_FRONT) |
| 536 | return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement." ; |
| 537 | if(Layer == LAYER_SWITCH) |
| 538 | return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons, using delay number to select which." ; |
| 539 | break; |
| 540 | case TILE_TELE_GRENADE_ENABLE: |
| 541 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 542 | return "TELEGRENADE: Turn grenade on as telegun weapon." ; |
| 543 | break; |
| 544 | case TILE_TELE_GRENADE_DISABLE: |
| 545 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 546 | return "TELEGRENADE OFF: Turn grenade off as telegun weapon." ; |
| 547 | break; |
| 548 | case TILE_TELE_LASER_ENABLE: |
| 549 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 550 | return "TELELASER: Turn laser on as telegun weapon." ; |
| 551 | break; |
| 552 | case TILE_TELE_LASER_DISABLE: |
| 553 | if(Layer == LAYER_GAME || Layer == LAYER_FRONT) |
| 554 | return "TELELASER OFF: Turn laser off as telegun weapon." ; |
| 555 | break; |
| 556 | } |
| 557 | if(Tile >= TILE_TIME_CHECKPOINT_FIRST && Tile <= TILE_TIME_CHECKPOINT_LAST && (Layer == LAYER_GAME || Layer == LAYER_FRONT)) |
| 558 | return "TIME CHECKPOINT: Compares your current race time with your record to show you whether you are running faster or slower." ; |
| 559 | return nullptr; |
| 560 | } |
| 561 | |
| 562 | const char *CExplanations::ExplainFNG(int Tile, int Layer) |
| 563 | { |
| 564 | switch(Tile) |
| 565 | { |
| 566 | case TILE_PUB_AIR: |
| 567 | return "EMPTY: Can be used as an eraser." ; |
| 568 | case TILE_PUB_HOOKABLE: |
| 569 | if(Layer == LAYER_GAME) |
| 570 | return "HOOKABLE: It's possible to hook and collide with it." ; |
| 571 | break; |
| 572 | case TILE_PUB_DEATH: |
| 573 | if(Layer == LAYER_GAME) |
| 574 | return "DEATH: Kills the tee." ; |
| 575 | break; |
| 576 | case TILE_PUB_UNHOOKABLE: |
| 577 | if(Layer == LAYER_GAME) |
| 578 | return "UNHOOKABLE: It's not possible to hook it, but can collide with it." ; |
| 579 | break; |
| 580 | case TILE_FNG_SPIKE_GOLD: |
| 581 | if(Layer == LAYER_GAME) |
| 582 | return "GOLDEN SPIKE: Kills the tee and gives points to the killer. Amount of points given is set inside the server." ; |
| 583 | break; |
| 584 | case TILE_FNG_SPIKE_NORMAL: |
| 585 | if(Layer == LAYER_GAME) |
| 586 | return "NORMAL SPIKE: Kills the tee and gives points to the killer. Amount of points given is set inside the server." ; |
| 587 | break; |
| 588 | case TILE_FNG_SPIKE_RED: |
| 589 | if(Layer == LAYER_GAME) |
| 590 | return "RED SPIKE: Red team spikes. Gives negative points when killer is in blue team. Amount of points given is set inside the server." ; |
| 591 | break; |
| 592 | case TILE_FNG_SPIKE_BLUE: |
| 593 | if(Layer == LAYER_GAME) |
| 594 | return "BLUE SPIKE: Blue team spikes. Gives negative points when killer is in red team. Amount of points given is set inside the server." ; |
| 595 | break; |
| 596 | case TILE_FNG_SCORE_RED: |
| 597 | if(Layer == LAYER_GAME) |
| 598 | return "SCORE: Old tile used for showing red team score using laser text. No longer usable in FNG2." ; |
| 599 | break; |
| 600 | case TILE_FNG_SCORE_BLUE: |
| 601 | if(Layer == LAYER_GAME) |
| 602 | return "SCORE: Old tile used for showing blue team score using laser text. No longer usable in FNG2." ; |
| 603 | break; |
| 604 | case TILE_FNG_SPIKE_GREEN: |
| 605 | if(Layer == LAYER_GAME) |
| 606 | return "GREEN SPIKE: Kills the tee and gives points to the killer. Amount of points given is set inside the server." ; |
| 607 | break; |
| 608 | case TILE_FNG_SPIKE_PURPLE: |
| 609 | if(Layer == LAYER_GAME) |
| 610 | return "PURPLE SPIKE: Kills the tee and gives points to the killer. Amount of points given is set inside the server." ; |
| 611 | break; |
| 612 | case TILE_FNG_SPAWN: |
| 613 | if(Layer == LAYER_GAME) |
| 614 | return "SPAWN: Here tees will appear after joining the game or dying." ; |
| 615 | break; |
| 616 | case TILE_FNG_SPAWN_RED: |
| 617 | if(Layer == LAYER_GAME) |
| 618 | return "SPAWN: Red team members spawn here." ; |
| 619 | break; |
| 620 | case TILE_FNG_SPAWN_BLUE: |
| 621 | if(Layer == LAYER_GAME) |
| 622 | return "SPAWN: Blue team members spawn here." ; |
| 623 | break; |
| 624 | case TILE_FNG_FLAG_RED: |
| 625 | if(Layer == LAYER_GAME) |
| 626 | return "FLAG: Not used in FNG. Place where red team flag is." ; |
| 627 | break; |
| 628 | case TILE_FNG_FLAG_BLUE: |
| 629 | if(Layer == LAYER_GAME) |
| 630 | return "FLAG: Not used in FNG. Place where blue team flag is." ; |
| 631 | break; |
| 632 | case TILE_FNG_SHIELD: |
| 633 | if(Layer == LAYER_GAME) |
| 634 | return "SHIELD: Does nothing in FNG." ; |
| 635 | break; |
| 636 | case TILE_FNG_HEART: |
| 637 | if(Layer == LAYER_GAME) |
| 638 | return "HEART: Does nothing in FNG." ; |
| 639 | break; |
| 640 | case TILE_FNG_SHOTGUN: |
| 641 | if(Layer == LAYER_GAME) |
| 642 | return "SHOTGUN: Not used in FNG. Gives you shotgun with 10 charges." ; |
| 643 | break; |
| 644 | case TILE_FNG_GRENADE: |
| 645 | if(Layer == LAYER_GAME) |
| 646 | return "GRENADE: Gives you grenade weapon with 10 charges. Not really useful in FNG." ; |
| 647 | break; |
| 648 | case TILE_FNG_NINJA: |
| 649 | if(Layer == LAYER_GAME) |
| 650 | return "NINJA: Does nothing in FNG." ; |
| 651 | break; |
| 652 | case TILE_FNG_LASER: |
| 653 | if(Layer == LAYER_GAME) |
| 654 | return "LASER: Gives you laser weapon with 10 charges. Not really useful in FNG." ; |
| 655 | break; |
| 656 | case TILE_FNG_SPIKE_OLD1: |
| 657 | case TILE_FNG_SPIKE_OLD2: |
| 658 | case TILE_FNG_SPIKE_OLD3: |
| 659 | if(Layer == LAYER_GAME) |
| 660 | return "SPIKE: Old FNG spikes. Deprecated." ; |
| 661 | break; |
| 662 | } |
| 663 | if((Tile >= TILE_PUB_CREDITS1 && Tile <= TILE_PUB_CREDITS8) && Layer == LAYER_GAME) |
| 664 | return "CREDITS: Who designed the entities." ; |
| 665 | else if((Tile == TILE_PUB_ENTITIES_OFF1 || Tile == TILE_PUB_ENTITIES_OFF2) && Layer == LAYER_GAME) |
| 666 | return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map." ; |
| 667 | return nullptr; |
| 668 | } |
| 669 | |
| 670 | const char *CExplanations::ExplainVanilla(int Tile, int Layer) |
| 671 | { |
| 672 | switch(Tile) |
| 673 | { |
| 674 | case TILE_PUB_AIR: |
| 675 | return "EMPTY: Can be used as an eraser." ; |
| 676 | case TILE_PUB_HOOKABLE: |
| 677 | if(Layer == LAYER_GAME) |
| 678 | return "HOOKABLE: It's possible to hook and collide with it." ; |
| 679 | break; |
| 680 | case TILE_PUB_DEATH: |
| 681 | if(Layer == LAYER_GAME) |
| 682 | return "DEATH: Kills the tee." ; |
| 683 | break; |
| 684 | case TILE_PUB_UNHOOKABLE: |
| 685 | if(Layer == LAYER_GAME) |
| 686 | return "UNHOOKABLE: It's not possible to hook it, but can collide with it." ; |
| 687 | break; |
| 688 | case TILE_VANILLA_SPAWN: |
| 689 | if(Layer == LAYER_GAME) |
| 690 | return "SPAWN: Here tees will appear after joining the game or dying." ; |
| 691 | break; |
| 692 | case TILE_VANILLA_SPAWN_RED: |
| 693 | if(Layer == LAYER_GAME) |
| 694 | return "SPAWN: Red team members spawn here." ; |
| 695 | break; |
| 696 | case TILE_VANILLA_SPAWN_BLUE: |
| 697 | if(Layer == LAYER_GAME) |
| 698 | return "SPAWN: Blue team members spawn here." ; |
| 699 | break; |
| 700 | case TILE_VANILLA_FLAG_RED: |
| 701 | if(Layer == LAYER_GAME) |
| 702 | return "FLAG: Place where red team flag is." ; |
| 703 | break; |
| 704 | case TILE_VANILLA_FLAG_BLUE: |
| 705 | if(Layer == LAYER_GAME) |
| 706 | return "FLAG: Place where blue team flag is." ; |
| 707 | break; |
| 708 | case TILE_VANILLA_SHIELD: |
| 709 | if(Layer == LAYER_GAME) |
| 710 | return "SHIELD: Gives player +1 shield." ; |
| 711 | break; |
| 712 | case TILE_VANILLA_HEART: |
| 713 | if(Layer == LAYER_GAME) |
| 714 | return "HEART: Gives player +1 health" ; |
| 715 | break; |
| 716 | case TILE_VANILLA_SHOTGUN: |
| 717 | if(Layer == LAYER_GAME) |
| 718 | return "SHOTGUN: Gives you shotgun weapon with 10 charges." ; |
| 719 | break; |
| 720 | case TILE_VANILLA_GRENADE: |
| 721 | if(Layer == LAYER_GAME) |
| 722 | return "GRENADE: Gives you grenade weapon with 10 charges." ; |
| 723 | break; |
| 724 | case TILE_VANILLA_NINJA: |
| 725 | if(Layer == LAYER_GAME) |
| 726 | return "NINJA: Gives you ninja for a period of time." ; |
| 727 | break; |
| 728 | case TILE_VANILLA_LASER: |
| 729 | if(Layer == LAYER_GAME) |
| 730 | return "LASER: Gives you laser weapon with 10 charges." ; |
| 731 | break; |
| 732 | } |
| 733 | if((Tile >= TILE_PUB_CREDITS1 && Tile <= TILE_PUB_CREDITS8) && Layer == LAYER_GAME) |
| 734 | return "CREDITS: Who designed the entities." ; |
| 735 | else if((Tile == TILE_PUB_ENTITIES_OFF1 || Tile == TILE_PUB_ENTITIES_OFF2) && Layer == LAYER_GAME) |
| 736 | return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map." ; |
| 737 | return nullptr; |
| 738 | } |
| 739 | |
| 740 | const char *CExplanations::Explain(EGametype Gametype, int Tile, int Layer) |
| 741 | { |
| 742 | switch(Gametype) |
| 743 | { |
| 744 | case EGametype::NONE: |
| 745 | return nullptr; |
| 746 | case EGametype::DDNET: |
| 747 | return ExplainDDNet(Tile, Layer); |
| 748 | case EGametype::FNG: |
| 749 | return ExplainFNG(Tile, Layer); |
| 750 | case EGametype::RACE: |
| 751 | return nullptr; // TODO: Explanations for Race |
| 752 | case EGametype::VANILLA: |
| 753 | return ExplainVanilla(Tile, Layer); |
| 754 | case EGametype::BLOCKWORLDS: |
| 755 | return nullptr; // TODO: Explanations for Blockworlds |
| 756 | } |
| 757 | dbg_assert_failed("Gametype invalid: %d" , (int)Gametype); |
| 758 | } |
| 759 | |