1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "SpawnPoint.h" |
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31 | |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/XMLPort.h" |
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34 | #include "objects/gametypes/Gametype.h" |
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35 | |
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36 | namespace orxonox |
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37 | { |
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38 | CreateFactory(SpawnPoint); |
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39 | |
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40 | SpawnPoint::SpawnPoint(BaseObject* creator) : PositionableEntity(creator) |
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41 | { |
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42 | RegisterObject(SpawnPoint); |
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43 | |
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44 | this->template_ = 0; |
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45 | |
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46 | if (this->getGametype()) |
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47 | this->getGametype()->registerSpawnPoint(this); |
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48 | else |
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49 | COUT(1) << "Error: SpawnPoint has no Gametype" << std::endl; |
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50 | |
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51 | this->setObjectMode(0x0); |
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52 | } |
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53 | |
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54 | void SpawnPoint::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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55 | { |
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56 | SUPER(SpawnPoint, XMLPort, xmlelement, mode); |
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57 | |
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58 | XMLPortParam(SpawnPoint, "spawnclass", setSpawnClassName, getSpawnClassName, xmlelement, mode); |
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59 | XMLPortParam(SpawnPoint, "pawndesign", setTemplateName, getTemplateName, xmlelement, mode); |
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60 | } |
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61 | |
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62 | void SpawnPoint::setSpawnClassName(const std::string& name) |
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63 | { |
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64 | this->spawnclassname_ = name; |
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65 | this->spawnclass_ = ClassByString(name); |
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66 | } |
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67 | |
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68 | void SpawnPoint::setTemplateName(const std::string& name) |
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69 | { |
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70 | this->templatename_ = name; |
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71 | this->template_ = Template::getTemplate(name); |
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72 | } |
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73 | |
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74 | Pawn* SpawnPoint::spawn() |
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75 | { |
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76 | Pawn* entity = this->spawnclass_.fabricate(this); |
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77 | if (entity) |
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78 | { |
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79 | this->getGametype()->pawnPreSpawn(entity); |
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80 | this->spawn(entity); |
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81 | if (this->template_) |
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82 | entity->addTemplate(this->template_); |
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83 | entity->postSpawn(); |
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84 | this->getGametype()->pawnPostSpawn(entity); |
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85 | } |
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86 | return entity; |
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87 | } |
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88 | |
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89 | void SpawnPoint::spawn(ControllableEntity* entity) |
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90 | { |
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91 | entity->setPosition(this->getPosition()); |
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92 | entity->setOrientation(this->getOrientation()); |
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93 | } |
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94 | } |
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