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source: orxonox.OLD/trunk/src/story_entities/multi_player_world_data.cc @ 8490

Last change on this file since 8490 was 8490, checked in by patrick, 18 years ago

merged the bsp branche back to trunk

File size: 8.6 KB
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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 "util/loading/resource_manager.h"
21#include "state.h"
22#include "class_list.h"
23#include "substring.h"
24
25#include "util/loading/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 "md2/md2Model.h"
37#include "world_entities/projectiles/projectile.h"
38#include "npcs/npc_test1.h"
39#include "playable.h"
40
41#include "util/loading/factory.h"
42#include "fast_factory.h"
43#include "util/loading/load_param.h"
44
45#include "network_manager.h"
46#include "network_game_manager.h"
47#include "player_stats.h"
48
49
50#include "glmenu_imagescreen.h"
51
52
53
54using namespace std;
55
56
57/**
58 * constructor of the GameWorldDataData
59 */
60MultiPlayerWorldData::MultiPlayerWorldData()
61    : GameWorldData()
62{
63  this->toggle = false;
64}
65
66
67/**
68 * destructor for the GameWorldDataData
69 */
70MultiPlayerWorldData::~MultiPlayerWorldData()
71{}
72
73
74/**
75 *  initialize the GameWorldDataData
76 */
77ErrorMessage MultiPlayerWorldData::init()
78{
79  /* call underlying function */
80  GameWorldData::init();
81}
82
83
84/**
85 *  loads the GUI data
86 * @param root reference to the xml root element
87 */
88ErrorMessage MultiPlayerWorldData::loadGUI(const TiXmlElement* root)
89{
90  /* call underlying function */
91  GameWorldData::loadGUI(root);
92}
93
94
95/**
96 *  unloads the GUI data
97 */
98ErrorMessage MultiPlayerWorldData::unloadGUI()
99{
100  /* call underlying function */
101  GameWorldData::unloadGUI();
102}
103
104
105/**
106 *  overloads the GameWorld::loadWorldEntities(...) class since the network WorldEntity loading is different
107 * @param root reference to the xml root parameter
108 */
109ErrorMessage MultiPlayerWorldData::loadWorldEntities(const TiXmlElement* root)
110{
111  /* load the spawning points */
112  const TiXmlElement* element = root->FirstChildElement("SpawningPoints");
113  if( element == NULL)
114  {
115    PRINTF(1)("NetworkWorld is missing 'SpawningPoints'\n");
116  }
117  else
118  {
119    element = element->FirstChildElement();
120    // load Players/Objects/Whatever
121    PRINTF(4)("Loading Spawning Points\n");
122    while( element != NULL)
123    {
124      BaseObject* created = Factory::fabricate(element);
125      if( created != NULL )
126        printf("Created a Spawning Point %s: %s\n", created->getClassName(), created->getName());
127
128      element = element->NextSiblingElement();
129      glmis->step();
130    }
131    PRINTF(4)("Done loading Spawning Points\n");
132  }
133
134  /* load the WorldEntities */
135  element = root->FirstChildElement("WorldEntities");
136  if( element == NULL)
137  {
138    PRINTF(1)("NetworkWorld is missing 'WorldEntities'\n");
139  }
140  else
141  {
142    element = element->FirstChildElement();
143
144    if( NetworkManager::getInstance()->isGameServer() )
145    {
146      while( element != NULL)
147      {
148        /* pass the entity to the NetworkGameManager to be created */
149        BaseObject* created = Factory::fabricate(element);
150        if( created != NULL )
151          PRINTF(1)("Created a %s: %s (0x%8x) from %s\n", created->getClassName(), created->getName(), created->getLeafClassID(), element->Value());
152        else
153          PRINTF(1)("NetworkWorld: could not create this entity\n");
154
155        if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
156          this->sky = dynamic_cast<WorldEntity*>(created);
157        if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
158        {
159          this->terrain = dynamic_cast<Terrain*>(created);
160          CDEngine::getInstance()->setTerrain(terrain);
161        }
162
163        element = element->NextSiblingElement();
164
165
166        glmis->step();
167        PRINTF(4)("Done loading NetworkWorldEntities\n");
168      }
169    }
170    else
171    {
172      while( element != NULL)
173      {
174        PRINTF(0)("load: %s\n", element->Value());
175        if( !strcmp(element->Value(), "Terrain") || !strcmp(element->Value(), "Building")  )
176        {
177
178          /* pass the entity to the NetworkGameManager to be created */
179          BaseObject* created = Factory::fabricate(element);
180
181          if( created != NULL )
182            PRINTF(1)("Created a %s: %s (0x%8x) from %s\n", created->getClassName(), created->getName(), created->getLeafClassID(), element->Value());
183          else
184            PRINTF(1)("NetworkWorld: could not create this entity\n");
185
186          if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
187            this->sky = dynamic_cast<WorldEntity*>(created);
188          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
189          {
190            this->terrain = dynamic_cast<Terrain*>(created);
191            CDEngine::getInstance()->setTerrain(terrain);
192          }
193
194          glmis->step();
195          PRINTF(4)("Done loading NetworkWorldEntities\n");
196        }
197        element = element->NextSiblingElement();
198      }
199    }
200
201
202    if( NetworkManager::getInstance()->isGameServer())
203    {
204      this->localPlayer = new Player();
205
206#if 0
207      Playable* playable;
208      const std::list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
209      assert( playableList != NULL);
210
211      if (playableList != NULL)
212      {
213        playable = dynamic_cast<Playable*>(playableList->front());
214        this->localPlayer->setPlayable(playable);
215        playable->toList(OM_GROUP_00);
216        playable->setAbsCoor(213.37, 57.71, -47.98);
217        playable->setPlayDirection(Quaternion(M_PI, Vector(0.0, 1.0, 0.0)));
218      }
219#endif
220    }
221    else
222    {
223      /* create a Player */
224      this->localPlayer = new Player();
225    }
226
227
228    /* init the pnode tree */
229    PNode::getNullParent()->init();
230  }
231    // Fill the EntityLists. Tick then Draw:
232  this->tickLists.push_back(OM_DEAD_TICK);
233  this->tickLists.push_back(OM_ENVIRON);
234  this->tickLists.push_back(OM_COMMON);
235  this->tickLists.push_back(OM_GROUP_00);
236  this->tickLists.push_back(OM_GROUP_00_PROJ);
237  this->tickLists.push_back(OM_GROUP_01);
238  this->tickLists.push_back(OM_GROUP_01_PROJ);
239
240  this->drawLists.push_back(OM_ENVIRON_NOTICK);
241  this->drawLists.push_back(OM_ENVIRON);
242  this->drawLists.push_back(OM_COMMON);
243  this->drawLists.push_back(OM_GROUP_00);
244  this->drawLists.push_back(OM_GROUP_00_PROJ);
245  this->drawLists.push_back(OM_GROUP_01);
246  this->drawLists.push_back(OM_GROUP_01_PROJ);
247 
248  State::setPlayer(this->localPlayer);
249 
250}
251
252
253/**
254 *  unloads the world entities from the xml file
255 */
256ErrorMessage MultiPlayerWorldData::unloadWorldEntities()
257{
258  /* call underlying function */
259  GameWorldData::unloadWorldEntities();
260}
261
262
263/**
264 *  loads the scene data
265 * @param root reference to the xml root element
266 */
267ErrorMessage MultiPlayerWorldData::loadScene(const TiXmlElement* root)
268{
269  /* call underlying function */
270  GameWorldData::loadScene(root);
271 
272  // create server playable
273  if ( NetworkManager::getInstance()->isGameServer() )
274  {
275    NetworkGameManager::getInstance()->signalNewPlayer( 0 );
276    State::getPlayer()->setPlayable( PlayerStats::getStats( 0 )->getPlayable() );
277  }
278}
279
280
281/**
282 *  unloads the scene data
283 */
284ErrorMessage MultiPlayerWorldData::unloadScene()
285{
286  /* call underlying function */
287  GameWorldData::unloadScene();
288}
289
290
291/**
292 * some debug output
293 */
294void MultiPlayerWorldData::debug()
295{
296  PRINT(0)("==================================================\n");
297  Playable* playable;
298  const std::list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE);
299  assert(playableList != NULL);
300  std::list<BaseObject*>::const_iterator entity;
301
302
303
304  for (entity = playableList->begin(); entity != playableList->end(); entity++)
305  {
306    Playable* p = dynamic_cast<Playable*>(*entity);
307    PRINTF(0)("Got a playable, class: %s, name: %s, uid: %i\n", (*entity)->getClassName(), (*entity)->getName(), p->getUniqueID());
308  }
309
310
311  if( this->toggle)
312  {
313    playable = dynamic_cast<Playable*>(playableList->front());
314    this->localPlayer->setPlayable(playable);
315    this->toggle = !this->toggle;
316  }
317  else
318  {
319    playable = dynamic_cast<Playable*>(playableList->back());
320    this->localPlayer->setPlayable(playable);
321    this->toggle = !this->toggle;
322  }
323
324
325  Playable* pl = this->localPlayer->getPlayable();
326  PRINTF(0)("The current regisered playable is hid: %i\n", pl->getUniqueID());
327
328
329  PNode* cam = State::getCameraTargetNode();
330  PRINT(0)("Camera has target - class: %s, name: %s, uid: %i\n", cam->getClassName(), cam->getName(), cam->getUniqueID());
331
332  PRINT(0)("==================================================\n");
333
334}
335
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