/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "SpawnPoint.h" #include "core/CoreIncludes.h" #include "core/Template.h" #include "core/XMLPort.h" #include "gametypes/Gametype.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { RegisterClass(SpawnPoint); SpawnPoint::SpawnPoint(Context* context) : StaticEntity(context) { RegisterObject(SpawnPoint); this->template_ = nullptr; if (this->getGametype()) this->getGametype()->registerSpawnPoint(this); else orxout(internal_error) << "SpawnPoint has no Gametype" << endl; this->setSyncMode(ObjectDirection::None); } void SpawnPoint::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(SpawnPoint, XMLPort, xmlelement, mode); XMLPortParam(SpawnPoint, "spawnclass", setSpawnClassName, getSpawnClassName, xmlelement, mode); XMLPortParam(SpawnPoint, "pawndesign", setTemplateName, getTemplateName, xmlelement, mode); } void SpawnPoint::setSpawnClassName(const std::string& name) { this->spawnclassname_ = name; this->spawnclass_ = ClassByString(name); } void SpawnPoint::setTemplateName(const std::string& name) { this->templatename_ = name; this->template_ = Template::getTemplate(name); } void SpawnPoint::setTemplate(Template* temp) { this->template_ = temp; this->templatename_ = temp->getName(); } Pawn* SpawnPoint::spawn() { Pawn* entity = this->spawnclass_.fabricate(this->getContext()); if (entity) { this->getGametype()->pawnPreSpawn(entity); this->spawn(entity); if (this->template_) entity->addTemplate(this->template_); entity->postSpawn(); this->getGametype()->pawnPostSpawn(entity); this->fireEvent(); } return entity; } void SpawnPoint::spawn(ControllableEntity* entity) { entity->setPosition(this->getWorldPosition()); entity->setOrientation(this->getWorldOrientation()); } }