1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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17 | |
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18 | #include "weapon_power_up.h" |
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19 | #include "factory.h" |
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20 | #include "state.h" |
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21 | #include "list.h" |
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22 | #include "network_game_manager.h" |
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23 | |
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24 | #include "primitive_model.h" |
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25 | |
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26 | #include "factory.h" |
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27 | #include "load_param.h" |
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28 | |
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29 | using namespace std; |
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30 | |
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31 | CREATE_FACTORY(WeaponPowerUp, CL_WEAPON_POWER_UP); |
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32 | |
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33 | WeaponPowerUp::WeaponPowerUp () : PowerUp(1.0, 1.0, 0.0) |
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34 | { |
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35 | this->init(); |
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36 | } |
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37 | |
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38 | WeaponPowerUp::WeaponPowerUp(const TiXmlElement* root) : PowerUp(1.0, 1.0, 0.0) |
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39 | { |
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40 | this->init(); |
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41 | this->loadParams(root); |
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42 | } |
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43 | |
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44 | |
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45 | WeaponPowerUp::~WeaponPowerUp () |
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46 | { |
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47 | } |
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48 | |
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49 | |
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50 | void WeaponPowerUp::init() |
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51 | { |
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52 | weaponXML = NULL; |
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53 | weapon = NULL; |
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54 | } |
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55 | |
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56 | |
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57 | void WeaponPowerUp::loadParams(const TiXmlElement* root) |
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58 | { |
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59 | static_cast<PowerUp*>(this)->loadParams(root); |
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60 | const TiXmlElement* elem = root->FirstChildElement("weapon"); |
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61 | if(elem != NULL && (elem = elem->FirstChildElement()) != NULL) |
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62 | { |
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63 | this->weaponXML = elem; |
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64 | respawn(); |
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65 | } |
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66 | else |
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67 | { |
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68 | LoadParam(root, "weaponID", this, WeaponPowerUp, setWeaponClass); |
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69 | } |
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70 | } |
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71 | |
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72 | Weapon* WeaponPowerUp::getWeapon() |
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73 | { |
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74 | return this->weapon; |
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75 | } |
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76 | |
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77 | void WeaponPowerUp::respawn() |
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78 | { |
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79 | this->weapon = dynamic_cast<Weapon*>((weaponXML == NULL) |
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80 | ? Factory::fabricate(static_cast<ClassID>(this->weapon->getClassID())) |
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81 | : Factory::fabricate(weaponXML)); |
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82 | } |
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83 | |
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84 | void WeaponPowerUp::setWeaponClass(const char* name) |
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85 | { |
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86 | this->weapon = dynamic_cast<Weapon*>(Factory::fabricate(name)); |
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87 | } |
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88 | |
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89 | int WeaponPowerUp::writeBytes( const byte * data, int length, int sender ) |
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90 | { |
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91 | setRequestedSync( false ); |
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92 | setIsOutOfSync( false ); |
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93 | |
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94 | SYNCHELP_READ_BEGIN(); |
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95 | |
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96 | SYNCHELP_READ_FKT( PowerUp::writeState ); |
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97 | |
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98 | //TODO: sync weapon class ( see loadParams ) |
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99 | |
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100 | return SYNCHELP_READ_N; |
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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 | int WeaponPowerUp::readBytes( byte * data, int maxLength, int * reciever ) |
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106 | { |
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107 | if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() ) |
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108 | { |
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109 | (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() ); |
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110 | setRequestedSync( true ); |
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111 | } |
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112 | |
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113 | int rec = this->getRequestSync(); |
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114 | if ( rec > 0 ) |
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115 | { |
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116 | *reciever = rec; |
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117 | |
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118 | SYNCHELP_WRITE_BEGIN(); |
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119 | |
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120 | SYNCHELP_WRITE_FKT( PowerUp::readState ); |
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121 | |
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122 | //TODO: sync weapon class ( see loadParams ) |
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123 | |
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124 | return SYNCHELP_WRITE_N; |
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125 | } |
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126 | |
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127 | *reciever = 0; |
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128 | return 0; |
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129 | } |
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