1 | |
---|
2 | /* |
---|
3 | orxonox - the future of 3D-vertical-scrollers |
---|
4 | |
---|
5 | Copyright (C) 2004 orx |
---|
6 | |
---|
7 | This program is free software; you can redistribute it and/or modify |
---|
8 | it under the terms of the GNU General Public License as published by |
---|
9 | the Free Software Foundation; either version 2, or (at your option) |
---|
10 | any later version. |
---|
11 | |
---|
12 | ### File Specific: |
---|
13 | main-programmer: Patrick Boenzli |
---|
14 | co-programmer: |
---|
15 | */ |
---|
16 | |
---|
17 | #include "spawning_point.h" |
---|
18 | |
---|
19 | #include "util/loading/load_param.h" |
---|
20 | #include "util/loading/factory.h" |
---|
21 | |
---|
22 | #include "world_entity.h" |
---|
23 | |
---|
24 | #include "compiler.h" |
---|
25 | |
---|
26 | #include <map> |
---|
27 | |
---|
28 | |
---|
29 | /** |
---|
30 | * constructor |
---|
31 | */ |
---|
32 | SpawningPoint::SpawningPoint (ClassID classid, const Vector& position) |
---|
33 | { |
---|
34 | this->setAbsCoor(position); |
---|
35 | this->classid = classid; |
---|
36 | this->mode = SPT_ALL_AT_ONCE; |
---|
37 | this->delay = 0; |
---|
38 | |
---|
39 | this->init(); |
---|
40 | } |
---|
41 | |
---|
42 | |
---|
43 | /** |
---|
44 | * standard constructor |
---|
45 | */ |
---|
46 | SpawningPoint::SpawningPoint (const Vector& position, ClassID classid, SpawningPointMode mode, float delay) |
---|
47 | { |
---|
48 | this->setAbsCoor(position); |
---|
49 | this->classid = classid; |
---|
50 | this->mode = mode; |
---|
51 | this->delay = delay; |
---|
52 | |
---|
53 | this->init(); |
---|
54 | } |
---|
55 | |
---|
56 | |
---|
57 | |
---|
58 | void SpawningPoint::init() |
---|
59 | { |
---|
60 | this->setClassID(CL_SPAWNING_POINT, "SpawningPoint"); |
---|
61 | } |
---|
62 | |
---|
63 | |
---|
64 | /** |
---|
65 | * deconstructor |
---|
66 | */ |
---|
67 | SpawningPoint::~SpawningPoint () |
---|
68 | {} |
---|
69 | |
---|
70 | |
---|
71 | /** |
---|
72 | * loads the WorldEntity Specific Parameters. |
---|
73 | * @param root: the XML-Element to load the Data From |
---|
74 | */ |
---|
75 | void SpawningPoint::loadParams(const TiXmlElement* root) |
---|
76 | { |
---|
77 | /* let the world entity its stuff first */ |
---|
78 | WorldEntity::loadParams(root); |
---|
79 | |
---|
80 | /* now load the frequency */ |
---|
81 | LoadParam(root, "delay", this, SpawningPoint, setSpawningDelay) |
---|
82 | .describe("sets the delay of the spawning point"); |
---|
83 | |
---|
84 | |
---|
85 | /* now load the seed */ |
---|
86 | // LoadParam(root, "entity", this, SpawningPoint, setSpawningEntity) |
---|
87 | // .describe("sets the spawning entity"); |
---|
88 | |
---|
89 | /* now load the seed */ |
---|
90 | /* LoadParam(root, "classid", this, SpawningPoint, setSpawningEntity) |
---|
91 | .describe("sets the class id of the entity to spawn") |
---|
92 | .defaultValues(CL_WORLD_ENTITY);*/ |
---|
93 | } |
---|
94 | |
---|
95 | |
---|
96 | |
---|
97 | /** |
---|
98 | * pushes a world entity to the spawning queue |
---|
99 | * @param entity WorldEntity to be added |
---|
100 | */ |
---|
101 | void SpawningPoint::pushEntity(WorldEntity* entity, float delay) |
---|
102 | { |
---|
103 | this->queue[entity] = this->localTimer + delay; |
---|
104 | } |
---|
105 | |
---|
106 | |
---|
107 | /** |
---|
108 | * spawn the entity |
---|
109 | */ |
---|
110 | void SpawningPoint::spawn(WorldEntity* entity) |
---|
111 | { |
---|
112 | PRINTF(1)("Spawningpoint spawns new Entity (%s)\n", entity->getClassName()); |
---|
113 | |
---|
114 | |
---|
115 | //BaseObject* spawningEntity = Factory::fabricate(this->classID); |
---|
116 | // if( likely(this->world != NULL)) |
---|
117 | // this->world->spawn(dynamic_cast<WorldEntity*>(spawningEntity)); |
---|
118 | } |
---|
119 | |
---|
120 | |
---|
121 | /** |
---|
122 | * this method is called every frame |
---|
123 | * @param time: the time in seconds that has passed since the last tick |
---|
124 | * |
---|
125 | * Handle all stuff that should update with time inside this method (movement, animation, etc.) |
---|
126 | */ |
---|
127 | void SpawningPoint::tick(float dt) |
---|
128 | { |
---|
129 | this->localTimer += dt; |
---|
130 | |
---|
131 | std::map<WorldEntity*, float>::iterator it = this->queue.begin(); |
---|
132 | for( ; it != this->queue.end(); it++) |
---|
133 | { |
---|
134 | // |
---|
135 | if( it->second <= this->localTimer) |
---|
136 | { |
---|
137 | //spawn the player |
---|
138 | this->spawn(it->first); |
---|
139 | } |
---|
140 | } |
---|
141 | |
---|
142 | } |
---|
143 | |
---|
144 | |
---|
145 | /** |
---|
146 | * the entity is drawn onto the screen with this function |
---|
147 | * |
---|
148 | * This is a central function of an entity: call it to let the entity painted to the screen. |
---|
149 | * Just override this function with whatever you want to be drawn. |
---|
150 | */ |
---|
151 | void SpawningPoint::draw() |
---|
152 | {} |
---|