| 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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