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source: orxonox.OLD/branches/network/src/story_entities/multi_player_world_data.cc @ 6404

Last change on this file since 6404 was 6404, checked in by patrick, 18 years ago

network: working on the last steps, completion is in reach. sadly the world isn't loaded anymore at the moment. continue work later. work flush

File size: 5.2 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
16
17
18#include "multi_player_world_data.h"
19
20#include "resource_manager.h"
21#include "state.h"
22#include "class_list.h"
23#include "substring.h"
24
25#include "game_loader.h"
26#include "cd_engine.h"
27
28#include "p_node.h"
29#include "world_entity.h"
30#include "player.h"
31#include "camera.h"
32#include "environment.h"
33#include "terrain.h"
34#include "test_entity.h"
35#include "terrain.h"
36#include "md2Model.h"
37#include "weapons/projectile.h"
38#include "npcs/npc_test1.h"
39#include "playable.h"
40
41#include "factory.h"
42#include "fast_factory.h"
43#include "load_param.h"
44
45#include "network_manager.h"
46#include "network_game_manager.h"
47
48
49#include "glmenu_imagescreen.h"
50
51
52using namespace std;
53
54
55/**
56 * constructor of the GameWorldDataData
57 */
58MultiPlayerWorldData::MultiPlayerWorldData()
59    : GameWorldData()
60{}
61
62
63/**
64 * destructor for the GameWorldDataData
65 */
66MultiPlayerWorldData::~MultiPlayerWorldData()
67{}
68
69
70/**
71 *  initialize the GameWorldDataData
72 */
73ErrorMessage MultiPlayerWorldData::init()
74{
75  /* call underlying function */
76  GameWorldData::init();
77}
78
79
80/**
81 *  loads the GUI data
82 * @param root reference to the xml root element
83 */
84ErrorMessage MultiPlayerWorldData::loadGUI(TiXmlElement* root)
85{
86  /* call underlying function */
87  GameWorldData::loadGUI(root);
88}
89
90
91/**
92 *  unloads the GUI data
93 */
94ErrorMessage MultiPlayerWorldData::unloadGUI()
95{
96  /* call underlying function */
97  GameWorldData::unloadGUI();
98}
99
100
101/**
102 *  overloads the GameWorld::loadWorldEntities(...) class since the network WorldEntity loading is different
103 * @param root reference to the xml root parameter
104 */
105ErrorMessage MultiPlayerWorldData::loadWorldEntities(TiXmlElement* root)
106{
107  /* load the spawning points */
108  TiXmlElement* element = root->FirstChildElement("SpawningPoints");
109  if( element == NULL)
110  {
111    PRINTF(1)("NetworkWorld is missing 'SpawningPoints'\n");
112  }
113  else
114  {
115    element = element->FirstChildElement();
116    // load Players/Objects/Whatever
117    PRINTF(4)("Loading Spawning Points\n");
118    while( element != NULL)
119    {
120      BaseObject* created = Factory::fabricate(element);
121      if( created != NULL )
122        printf("Created a Spawning Point %s: %s\n", created->getClassName(), created->getName());
123
124      element = element->NextSiblingElement();
125      glmis->step();
126    }
127    PRINTF(4)("Done loading Spawning Points\n");
128  }
129
130
131  /* load the WorldEntities */
132  element = root->FirstChildElement("WorldEntities");
133  if( element == NULL)
134    PRINTF(1)("NetworkWorld is missing 'WorldEntities'\n");
135  else
136  {
137    element = element->FirstChildElement();
138
139    PRINTF(4)("Loading NetworkWorldEntities\n");
140    while( element != NULL)
141    {
142      if( NetworkManager::getInstance()->isGameServer())
143      {
144        /* pass the entity to the NetworkGameManager to be created */
145        BaseObject* created = NetworkGameManager::getInstance()->createEntity(element);
146        if( created != NULL )
147          PRINTF(1)("Created a %s: %s\n", created->getClassName(), created->getName());
148        else
149          PRINTF(1)("NetworkWorld: could not create this entity\n");
150
151        if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
152          this->sky = dynamic_cast<WorldEntity*>(created);
153        if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
154        {
155          this->terrain = dynamic_cast<Terrain*>(created);
156          CDEngine::getInstance()->setTerrain(terrain);
157        }
158      }
159      /* clients only spawn the SpaceShip */
160      else if( !strcmp( element->Value(), "SpaceShip"))
161      {
162        BaseObject* created = Factory::fabricate(element);
163        if( created != NULL )
164          PRINTF(1)("Created a %s: %s\n", created->getClassName(), created->getName());
165        else
166          PRINTF(1)("NetworkWorld: could not create this entity\n");
167      }
168      element = element->NextSiblingElement();
169
170      glmis->step();
171      PRINTF(4)("Done loading NetworkWorldEntities\n");
172    }
173
174
175    /* create a Player */
176    this->localPlayer = new Player();
177    Playable* playable;
178    const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
179    if (playableList != NULL)
180    {
181      playable = dynamic_cast<Playable*>(playableList->front());
182      this->localPlayer->setControllable(playable);
183    }
184
185
186    /* init the pnode tree */
187    PNode::getNullParent()->init();
188  }
189}
190
191
192/**
193 *  unloads the world entities from the xml file
194 */
195ErrorMessage MultiPlayerWorldData::unloadWorldEntities()
196{
197  /* call underlying function */
198  GameWorldData::unloadWorldEntities();
199}
200
201
202/**
203 *  loads the scene data
204 * @param root reference to the xml root element
205 */
206ErrorMessage MultiPlayerWorldData::loadScene(TiXmlElement* root)
207{
208  /* call underlying function */
209  GameWorldData::loadScene(root);
210}
211
212
213/**
214 *  unloads the scene data
215 */
216ErrorMessage MultiPlayerWorldData::unloadScene()
217{
218  /* call underlying function */
219  GameWorldData::unloadScene();
220}
221
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