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source: code/branches/soundEffects/src/orxonox/worldentities/SpawnPoint.cc @ 10256

Last change on this file since 10256 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 3.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "SpawnPoint.h"
30
31#include "core/CoreIncludes.h"
32#include "core/Template.h"
33#include "core/XMLPort.h"
34#include "gametypes/Gametype.h"
35#include "worldentities/pawns/Pawn.h"
36
37namespace orxonox
38{
39    CreateFactory(SpawnPoint);
40
41    SpawnPoint::SpawnPoint(BaseObject* creator) : StaticEntity(creator)
42    {
43        RegisterObject(SpawnPoint);
44
45        this->template_ = 0;
46
47        if (this->getGametype())
48            this->getGametype()->registerSpawnPoint(this);
49        else
50            orxout(internal_error) << "SpawnPoint has no Gametype" << endl;
51
52        this->setSyncMode(ObjectDirection::None);
53    }
54
55    void SpawnPoint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
56    {
57        SUPER(SpawnPoint, XMLPort, xmlelement, mode);
58
59        XMLPortParam(SpawnPoint, "spawnclass", setSpawnClassName, getSpawnClassName, xmlelement, mode);
60        XMLPortParam(SpawnPoint, "pawndesign", setTemplateName, getTemplateName, xmlelement, mode);
61    }
62
63    void SpawnPoint::setSpawnClassName(const std::string& name)
64    {
65        this->spawnclassname_ = name;
66        this->spawnclass_ = ClassByString(name);
67    }
68
69    void SpawnPoint::setTemplateName(const std::string& name)
70    {
71        this->templatename_ = name;
72        this->template_ = Template::getTemplate(name);
73    }
74
75    void SpawnPoint::setTemplate(Template* temp)
76    {
77        this->template_ = temp;
78        this->templatename_ = temp->getName();
79    }
80
81    Pawn* SpawnPoint::spawn()
82    {
83        Pawn* entity = this->spawnclass_.fabricate(this);
84        if (entity)
85        {
86            this->getGametype()->pawnPreSpawn(entity);
87
88            this->spawn(entity);
89
90            if (this->template_)
91                entity->addTemplate(this->template_);
92
93            entity->postSpawn();
94
95            this->getGametype()->pawnPostSpawn(entity);
96
97            this->fireEvent();
98        }
99        return entity;
100    }
101
102    void SpawnPoint::spawn(ControllableEntity* entity)
103    {
104        entity->setPosition(this->getWorldPosition());
105        entity->setOrientation(this->getWorldOrientation());
106    }
107}
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