//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include REGISTER_ACTION_SOURCE(Animation); Animation::Animation() { } Animation::Animation(unsigned int playerId, Vector &position, Vector &velocity, const char *rendererName, const char *data) : position_(position), playerId_(playerId), velocity_(velocity), rendererName_(rendererName), data_(data) { } Animation::~Animation() { } void Animation::init() { if (!context_->serverMode) { MetaActionRenderer *renderer = (MetaActionRenderer *) MetaClassRegistration::getNewClass(rendererName_.c_str()); if (renderer) { renderer->init(playerId_, position_, velocity_, data_.c_str()); context_->actionController->addAction( new SpriteAction(renderer)); } else { dialogMessage("Animation", formatString( "No renderer named \"%s\"", rendererName_.c_str())); } } } void Animation::simulate(float frameTime, bool &removeAction) { ActionMeta::simulate(frameTime, removeAction); if (!renderer_) removeAction = true; } bool Animation::writeAction(NetBuffer &buffer) { buffer.addToBuffer(playerId_); buffer.addToBuffer(position_[0]); buffer.addToBuffer(position_[1]); buffer.addToBuffer(position_[2]); buffer.addToBuffer(velocity_[0]); buffer.addToBuffer(velocity_[1]); buffer.addToBuffer(velocity_[2]); buffer.addToBuffer(rendererName_); buffer.addToBuffer(data_); return true; } bool Animation::readAction(NetBufferReader &reader) { if (!reader.getFromBuffer(playerId_)) return false; if (!reader.getFromBuffer(position_[0])) return false; if (!reader.getFromBuffer(position_[1])) return false; if (!reader.getFromBuffer(position_[2])) return false; if (!reader.getFromBuffer(velocity_[0])) return false; if (!reader.getFromBuffer(velocity_[1])) return false; if (!reader.getFromBuffer(velocity_[2])) return false; if (!reader.getFromBuffer(rendererName_)) return false; if (!reader.getFromBuffer(data_)) return false; return true; }