| 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 "compiler.h" | 
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| 23 |  | 
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| 24 |  | 
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| 25 | /** | 
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| 26 |  *  constructor | 
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| 27 |  */ | 
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| 28 | SpawningPoint::SpawningPoint (ClassID classID, const Vector& position) | 
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| 29 | { | 
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| 30 |   this->setAbsCoor(position); | 
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| 31 |   this->classID = classID; | 
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| 32 |   this->mode = SPT_ALL_AT_ONCE; | 
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| 33 |   this->delay = 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 |  | 
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| 39 | /** | 
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| 40 |  *  standard constructor | 
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| 41 |  */ | 
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| 42 | SpawningPoint::SpawningPoint (const Vector& position, ClassID classID, SpawningPointMode mode, float delay) | 
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| 43 | { | 
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| 44 |   this->setAbsCoor(position); | 
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| 45 |   this->classID = classID; | 
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| 46 |   this->mode = mode; | 
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| 47 |   this->delay = delay; | 
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| 48 |  | 
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| 49 |   this->init(); | 
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| 50 | } | 
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| 51 |  | 
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| 52 |  | 
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| 53 |  | 
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| 54 | void SpawningPoint::init() | 
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| 55 | { | 
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| 56 |   this->setClassID(CL_SPAWNING_POINT, "SpawningPoint"); | 
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| 57 | } | 
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| 58 |  | 
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| 59 |  | 
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| 60 | /** | 
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| 61 |  *  deconstructor | 
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| 62 |  */ | 
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| 63 | SpawningPoint::~SpawningPoint () | 
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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 |  * loads the WorldEntity Specific Parameters. | 
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| 69 |  * @param root: the XML-Element to load the Data From | 
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| 70 |  */ | 
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| 71 | void SpawningPoint::loadParams(const TiXmlElement* root) | 
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| 72 | { | 
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| 73 |   /* let the world entity its stuff first */ | 
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| 74 |   WorldEntity::loadParams(root); | 
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| 75 |  | 
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| 76 |   /* now load the frequency */ | 
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| 77 |   LoadParam(root, "delay", this, SpawningPoint, setSpawningDelay) | 
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| 78 |       .describe("sets the delay of the spawning point"); | 
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| 79 |  | 
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| 80 |  | 
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| 81 |   /* now load the seed */ | 
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| 82 | //   LoadParam(root, "entity", this, SpawningPoint, setSpawningEntity) | 
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| 83 | //       .describe("sets the spawning entity"); | 
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| 84 |  | 
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| 85 |   /* now load the seed */ | 
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| 86 | /*  LoadParam(root, "classid", this, SpawningPoint, setSpawningEntity) | 
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| 87 |       .describe("sets the class id of the entity to spawn") | 
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| 88 |       .defaultValues(CL_WORLD_ENTITY);*/ | 
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| 89 | } | 
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| 90 |  | 
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| 91 |  | 
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| 92 | /** | 
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| 93 |  *  spawn the entity | 
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| 94 |  */ | 
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| 95 | void SpawningPoint::spawn() | 
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| 96 | { | 
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| 97 |   PRINTF(5)("Spangingpoint creates a new Entity (id: %i, delay: %f, mode: %f)\n", this->classID, | 
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| 98 |             this->delay, this->mode); | 
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| 99 |  | 
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| 100 |   //BaseObject* spawningEntity = Factory::fabricate(this->classID); | 
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| 101 |  | 
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| 102 | //   if( likely(this->world != NULL)) | 
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| 103 | //     this->world->spawn(dynamic_cast<WorldEntity*>(spawningEntity)); | 
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| 104 | } | 
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| 105 |  | 
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| 106 |  | 
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| 107 | /** | 
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| 108 |  *  this method is called every frame | 
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| 109 |  * @param time: the time in seconds that has passed since the last tick | 
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| 110 |  * | 
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| 111 |  * Handle all stuff that should update with time inside this method (movement, animation, etc.) | 
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| 112 |  */ | 
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| 113 | void SpawningPoint::tick(float dt) | 
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| 114 | { | 
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| 115 |   this->localTimer += dt; | 
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| 116 |   if( this->localTimer > this->delay) | 
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| 117 |   { | 
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| 118 |     this->spawn(); | 
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| 119 |     this->localTimer = 0.0f; | 
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| 120 |   } | 
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| 121 | } | 
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| 122 |  | 
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| 123 |  | 
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| 124 | /** | 
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| 125 |  *  the entity is drawn onto the screen with this function | 
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| 126 |  * | 
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| 127 |  * This is a central function of an entity: call it to let the entity painted to the screen. | 
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| 128 |  * Just override this function with whatever you want to be drawn. | 
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| 129 |  */ | 
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| 130 | void SpawningPoint::draw() | 
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| 131 | {} | 
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