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source: orxonox.OLD/branches/presentation/src/world_entities/spawning_point.cc @ 9229

Last change on this file since 9229 was 9228, checked in by rennerc, 19 years ago

check for entity to exist before respawn

File size: 5.7 KB
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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  this->setSynchronized( true );
61}
62
63
64/**
65 *  deconstructor
66 */
67SpawningPoint::~SpawningPoint ()
68{}
69
70
71/**
72 * loads the WorldEntity Specific Parameters.
73 * @param root: the XML-Element to load the Data From
74 */
75void SpawningPoint::loadParams(const TiXmlElement* root)
76{
77  /* let the world entity its stuff first */
78  WorldEntity::loadParams(root);
79
80  /* load teamId */
81  LoadParam(root, "teamId", this, SpawningPoint, setTeamId)
82      .describe("sets teamId");
83}
84
85
86
87/**
88 * pushes a world entity to the spawning queue
89 *  @param entity WorldEntity to be added
90 */
91void SpawningPoint::pushEntity(Playable* entity, float delay)
92{
93  QueueEntry qe;
94  qe.entity = entity;
95  qe.respawnTime = this->localTimer + delay;
96 
97  queue.push_back( qe );
98}
99
100
101/**
102 *  spawn the entity
103 */
104void SpawningPoint::spawn(Playable* entity)
105{
106  const std::list<BaseObject*> * list = ClassList::getList( CL_PLAYABLE );
107 
108  bool found = false;
109 
110  if ( !list )
111    return;
112   
113  for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
114  {
115    if ( *it == entity )
116    {
117      found = true;
118      break;
119    }
120  }
121 
122  if ( !found )
123    return;
124
125  PRINTF(0)("Spawningpoint spawns Entity (%s)\n", entity->getClassName());
126
127
128  entity->setAbsCoor( this->getAbsCoor() );
129  entity->setAbsDir( this->getAbsDir() );
130 
131  //TODO set camera (not smooth)
132 
133  if ( State::getGameRules() )
134  {
135    (State::getGameRules())->registerSpawn( entity );
136  }
137 
138  entity->respawn();
139}
140
141
142/**
143 *  this method is called every frame
144 * @param time: the time in seconds that has passed since the last tick
145 *
146 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
147 */
148void SpawningPoint::tick(float dt)
149{
150  this->localTimer += dt;
151  std::list<QueueEntry>::iterator it = this->queue.begin();
152  for( ; it != this->queue.end(); )
153  {
154    //PRINTF(0)("%f <= %f\n", it->respawnTime, this->localTimer);
155    if( it->respawnTime <= this->localTimer)
156    {
157      //spawn the player
158      this->spawn(it->entity);
159     
160      if ( SharedNetworkData::getInstance()->isGameServer() )
161        this->sendRespawnMessage( it->entity->getUniqueID() );
162
163      std::list<QueueEntry>::iterator delit = it;
164      it++;
165     
166      queue.erase( delit );
167     
168      continue;
169    }
170   
171    it++;
172  }
173
174}
175
176
177/**
178 *  the entity is drawn onto the screen with this function
179 *
180 * This is a central function of an entity: call it to let the entity painted to the screen.
181 * Just override this function with whatever you want to be drawn.
182 */
183void SpawningPoint::draw()
184{
185}
186
187void SpawningPoint::sendRespawnMessage( int uniqueId )
188{
189  byte * buf = new byte[2*INTSIZE];
190 
191  assert( Converter::intToByteArray( this->getUniqueID(), buf, INTSIZE ) == INTSIZE );
192  assert( Converter::intToByteArray( uniqueId, buf + INTSIZE, INTSIZE ) == INTSIZE );
193 
194  MessageManager::getInstance()->sendMessage( MSGID_RESPAWN, buf, 2*INTSIZE, RT_ALL_NOT_ME, 0, MP_HIGHBANDWIDTH );
195}
196
197bool SpawningPoint::respawnMessageHandler( MessageId messageId, byte * data, int dataLength, void * someData, int userId )
198{
199  if ( SharedNetworkData::getInstance()->isGameServer() )
200  {
201    PRINTF(2)("server received spawn message!\n");
202    return true;
203  }
204   
205  int spUniqueId;
206  int uniqueId;
207 
208  if ( dataLength != 2*INTSIZE )
209  {
210    PRINTF(2)("spawn message has wrong size: %d\n", dataLength );
211    return true;
212  }
213 
214  assert( Converter::byteArrayToInt( data, &spUniqueId ) == INTSIZE );
215  assert( Converter::byteArrayToInt( data+INTSIZE, &uniqueId ) == INTSIZE );
216 
217  PRINTF(0)("SPAWNMESSAGE %d\n", uniqueId);
218 
219  SpawningPoint * sp = NULL;
220  Playable      * playable = NULL;
221 
222  const std::list<BaseObject*> * list = ClassList::getList( CL_SPAWNING_POINT );
223 
224  if ( list )
225  {
226    for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
227    {
228      PRINTF(0)("%d:%d\n", dynamic_cast<SpawningPoint*>(*it)->getUniqueID(), spUniqueId);
229      if ( dynamic_cast<SpawningPoint*>(*it)->getUniqueID() == spUniqueId )
230      {
231        sp = dynamic_cast<SpawningPoint*>(*it);
232        break;
233      }
234    }
235  }
236 
237  if ( !sp )
238  {
239    PRINTF(0)("could not find spawning point\n");
240    return false;
241  }
242 
243  list = ClassList::getList( CL_PLAYABLE );
244 
245  if ( list )
246  {
247    for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
248    {
249      if ( dynamic_cast<Playable*>(*it)->getUniqueID() == uniqueId )
250      {
251        playable = dynamic_cast<Playable*>(*it);
252        break;
253      }
254    }
255  }
256 
257  if ( !playable )
258  {
259    PRINTF(0)("could not find playable\n");
260    return false;
261  }
262 
263  sp->spawn( playable );
264 
265  return true;
266}
267
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