| 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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