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source: orxonox.OLD/branches/multi_player_map/src/world_entities/spawning_point.cc @ 9053

Last change on this file since 9053 was 9008, checked in by bensch, 18 years ago

orxonox/trunk: merged the network bak to the trunk
merged with command:
svn merge -r8804:HEAD https://svn.orxonox.net/orxonox/branches/multi_player_map .

conflicts all resolved in favour of the branche

File size: 5.2 KB
Line 
1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific:
13   main-programmer: Patrick Boenzli
14   co-programmer:
15*/
16
17#include "spawning_point.h"
18
19#include "util/loading/load_param.h"
20#include "util/loading/factory.h"
21
22#include "world_entity.h"
23
24#include "class_list.h"
25
26#include "compiler.h"
27
28#include "state.h"
29#include "game_rules.h"
30
31#include "shared_network_data.h"
32
33CREATE_FACTORY( SpawningPoint, CL_SPAWNING_POINT );
34
35/**
36 *  constructor
37 */
38SpawningPoint::SpawningPoint( const TiXmlElement * root )
39{
40  this->setAbsCoor( 0, 0, 0 );
41
42  this->init();
43 
44  if (root != NULL)
45    this->loadParams(root);
46}
47
48void SpawningPoint::init()
49{
50  this->setClassID(CL_SPAWNING_POINT, "SpawningPoint");
51  PRINTF(0)("Created SpawningPoint\n");
52 
53  this->teamId = -1;
54  this->localTimer = 0.0f;
55 
56  this->toList( OM_DEAD_TICK );
57 
58  MessageManager::getInstance()->registerMessageHandler( MSGID_RESPAWN, respawnMessageHandler, NULL );
59}
60
61
62/**
63 *  deconstructor
64 */
65SpawningPoint::~SpawningPoint ()
66{}
67
68
69/**
70 * loads the WorldEntity Specific Parameters.
71 * @param root: the XML-Element to load the Data From
72 */
73void SpawningPoint::loadParams(const TiXmlElement* root)
74{
75  /* let the world entity its stuff first */
76  WorldEntity::loadParams(root);
77
78  /* load teamId */
79  LoadParam(root, "teamId", this, SpawningPoint, setTeamId)
80      .describe("sets teamId");
81}
82
83
84
85/**
86 * pushes a world entity to the spawning queue
87 *  @param entity WorldEntity to be added
88 */
89void SpawningPoint::pushEntity(Playable* entity, float delay)
90{
91  QueueEntry qe;
92  qe.entity = entity;
93  qe.respawnTime = this->localTimer + delay;
94 
95  queue.push_back( qe );
96}
97
98
99/**
100 *  spawn the entity
101 */
102void SpawningPoint::spawn(Playable* entity)
103{
104  PRINTF(0)("Spawningpoint spawns Entity (%s)\n", entity->getClassName());
105
106
107  entity->setAbsCoor( this->getAbsCoor() );
108  entity->setAbsDir( this->getAbsDir() );
109 
110  //TODO set camera (not smooth)
111 
112  if ( State::getGameRules() )
113  {
114    (State::getGameRules())->registerSpawn( entity );
115  }
116 
117  entity->respawn();
118}
119
120
121/**
122 *  this method is called every frame
123 * @param time: the time in seconds that has passed since the last tick
124 *
125 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
126 */
127void SpawningPoint::tick(float dt)
128{
129  this->localTimer += dt;
130  std::list<QueueEntry>::iterator it = this->queue.begin();
131  for( ; it != this->queue.end(); )
132  {
133    //PRINTF(0)("%f <= %f\n", it->respawnTime, this->localTimer);
134    if( it->respawnTime <= this->localTimer)
135    {
136      //spawn the player
137      this->spawn(it->entity);
138     
139      if ( SharedNetworkData::getInstance()->isGameServer() )
140        this->sendRespawnMessage( it->entity->getUniqueID() );
141
142      std::list<QueueEntry>::iterator delit = it;
143      it++;
144     
145      queue.erase( delit );
146     
147      continue;
148    }
149   
150    it++;
151  }
152
153}
154
155
156/**
157 *  the entity is drawn onto the screen with this function
158 *
159 * This is a central function of an entity: call it to let the entity painted to the screen.
160 * Just override this function with whatever you want to be drawn.
161 */
162void SpawningPoint::draw()
163{
164}
165
166void SpawningPoint::sendRespawnMessage( int uniqueId )
167{
168  byte * buf = new byte[2*INTSIZE];
169 
170  assert( Converter::intToByteArray( this->getUniqueID(), buf, INTSIZE ) == INTSIZE );
171  assert( Converter::intToByteArray( uniqueId, buf + INTSIZE, INTSIZE ) == INTSIZE );
172 
173  MessageManager::getInstance()->sendMessage( MSGID_RESPAWN, buf, 2*INTSIZE, RT_ALL_NOT_ME, 0, MP_HIGHBANDWIDTH );
174}
175
176bool SpawningPoint::respawnMessageHandler( MessageId messageId, byte * data, int dataLength, void * someData, int userId )
177{
178  if ( SharedNetworkData::getInstance()->isGameServer() )
179  {
180    PRINTF(2)("server received spawn message!\n");
181    return true;
182  }
183   
184  int spUniqueId;
185  int uniqueId;
186 
187  if ( dataLength != 2*INTSIZE )
188  {
189    PRINTF(2)("spawn message has wrong size: %d\n", dataLength );
190    return true;
191  }
192 
193  assert( Converter::byteArrayToInt( data, &spUniqueId ) == INTSIZE );
194  assert( Converter::byteArrayToInt( data+INTSIZE, &uniqueId ) == INTSIZE );
195 
196  SpawningPoint * sp = NULL;
197  Playable      * playable = NULL;
198 
199  const std::list<BaseObject*> * list = ClassList::getList( CL_SPAWNING_POINT );
200 
201  if ( list )
202  {
203    for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
204    {
205      if ( dynamic_cast<SpawningPoint*>(*it)->getUniqueID() == uniqueId )
206      {
207        sp = dynamic_cast<SpawningPoint*>(*it);
208        break;
209      }
210    }
211  }
212 
213  if ( !sp )
214  {
215    PRINTF(2)("could not find spawning point\n");
216    return false;
217  }
218 
219  list = ClassList::getList( CL_PLAYABLE );
220 
221  if ( list )
222  {
223    for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
224    {
225      if ( dynamic_cast<Playable*>(*it)->getUniqueID() == uniqueId )
226      {
227        playable = dynamic_cast<Playable*>(*it);
228        break;
229      }
230    }
231  }
232 
233  if ( !playable )
234  {
235    PRINTF(2)("could not find playable\n");
236    return false;
237  }
238 
239  sp->spawn( playable );
240 
241  return true;
242}
243
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