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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