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