1 | |
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2 | /* |
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3 | orxonox - the future of 3D-vertical-scrollers |
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4 | |
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5 | Copyright (C) 2004 orx |
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6 | |
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7 | This program is free software; you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation; either version 2, or (at your option) |
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10 | any later version. |
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11 | |
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12 | ### File Specific: |
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13 | main-programmer: Patrick Boenzli |
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14 | co-programmer: |
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15 | */ |
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16 | |
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17 | #include "spawning_point.h" |
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18 | |
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19 | #include "util/loading/load_param.h" |
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20 | #include "util/loading/factory.h" |
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21 | |
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22 | #include "world_entity.h" |
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23 | |
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24 | #include "compiler.h" |
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25 | |
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26 | #include "state.h" |
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27 | #include "game_rules.h" |
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28 | |
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29 | |
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30 | /** |
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31 | * constructor |
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32 | */ |
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33 | SpawningPoint::SpawningPoint (ClassID classid, const Vector& position) |
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34 | { |
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35 | this->setAbsCoor(position); |
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36 | this->classid = classid; |
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37 | this->mode = SPT_ALL_AT_ONCE; |
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38 | this->delay = 0; |
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39 | |
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40 | this->init(); |
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41 | } |
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42 | |
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43 | |
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44 | /** |
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45 | * standard constructor |
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46 | */ |
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47 | SpawningPoint::SpawningPoint (const Vector& position, ClassID classid, SpawningPointMode mode, float delay) |
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48 | { |
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49 | this->setAbsCoor(position); |
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50 | this->classid = classid; |
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51 | this->mode = mode; |
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52 | this->delay = delay; |
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53 | |
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54 | this->init(); |
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55 | } |
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56 | |
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57 | |
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58 | |
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59 | void SpawningPoint::init() |
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60 | { |
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61 | this->setClassID(CL_SPAWNING_POINT, "SpawningPoint"); |
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62 | |
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63 | this->teamId = -1; |
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64 | } |
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65 | |
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66 | |
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67 | /** |
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68 | * deconstructor |
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69 | */ |
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70 | SpawningPoint::~SpawningPoint () |
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71 | {} |
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72 | |
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73 | |
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74 | /** |
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75 | * loads the WorldEntity Specific Parameters. |
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76 | * @param root: the XML-Element to load the Data From |
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77 | */ |
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78 | void SpawningPoint::loadParams(const TiXmlElement* root) |
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79 | { |
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80 | /* let the world entity its stuff first */ |
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81 | WorldEntity::loadParams(root); |
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82 | |
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83 | /* now load the frequency */ |
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84 | LoadParam(root, "delay", this, SpawningPoint, setSpawningDelay) |
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85 | .describe("sets the delay of the spawning point"); |
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86 | |
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87 | /* load teamId */ |
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88 | LoadParam(root, "teamId", this, SpawningPoint, setTeamId) |
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89 | .describe("sets teamId"); |
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90 | |
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91 | |
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92 | /* now load the seed */ |
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93 | // LoadParam(root, "entity", this, SpawningPoint, setSpawningEntity) |
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94 | // .describe("sets the spawning entity"); |
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95 | |
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96 | /* now load the seed */ |
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97 | /* LoadParam(root, "classid", this, SpawningPoint, setSpawningEntity) |
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98 | .describe("sets the class id of the entity to spawn") |
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99 | .defaultValues(CL_WORLD_ENTITY);*/ |
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100 | } |
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101 | |
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102 | |
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103 | |
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104 | /** |
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105 | * pushes a world entity to the spawning queue |
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106 | * @param entity WorldEntity to be added |
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107 | */ |
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108 | void SpawningPoint::pushEntity(WorldEntity* entity, float delay) |
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109 | { |
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110 | QueueEntry qe; |
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111 | qe.entity = entity; |
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112 | qe.list = entity->getOMListNumber(); |
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113 | qe.respawnTime = this->localTimer + delay; |
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114 | |
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115 | queue.push_back( qe ); |
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116 | } |
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117 | |
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118 | |
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119 | /** |
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120 | * spawn the entity |
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121 | */ |
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122 | void SpawningPoint::spawn(WorldEntity* entity) |
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123 | { |
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124 | PRINTF(1)("Spawningpoint spawns new Entity (%s)\n", entity->getClassName()); |
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125 | |
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126 | |
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127 | entity->setAbsCoor( this->getAbsCoor() ); |
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128 | entity->setAbsDir( this->getAbsDir() ); |
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129 | |
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130 | //TODO set camera (not smooth) |
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131 | } |
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132 | |
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133 | |
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134 | /** |
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135 | * this method is called every frame |
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136 | * @param time: the time in seconds that has passed since the last tick |
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137 | * |
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138 | * Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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139 | */ |
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140 | void SpawningPoint::tick(float dt) |
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141 | { |
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142 | this->localTimer += dt; |
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143 | |
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144 | std::list<QueueEntry>::iterator it = this->queue.begin(); |
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145 | for( ; it != this->queue.end(); ) |
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146 | { |
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147 | |
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148 | if( it->respawnTime <= this->localTimer) |
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149 | { |
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150 | //spawn the player |
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151 | this->spawn(it->entity); |
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152 | |
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153 | it->entity->toList( it->list ); |
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154 | |
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155 | if ( State::getGameRules() ) |
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156 | { |
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157 | (State::getGameRules())->registerSpawn( it->entity ); |
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158 | } |
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159 | |
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160 | std::list<QueueEntry>::iterator delit = it; |
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161 | it++; |
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162 | |
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163 | queue.erase( delit ); |
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164 | |
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165 | continue; |
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166 | } |
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167 | |
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168 | it++; |
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169 | } |
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170 | |
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171 | } |
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172 | |
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173 | |
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174 | /** |
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175 | * the entity is drawn onto the screen with this function |
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176 | * |
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177 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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178 | * Just override this function with whatever you want to be drawn. |
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179 | */ |
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180 | void SpawningPoint::draw() |
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181 | {} |
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