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source: orxonox.OLD/trunk/src/world_entities/spawning_point.cc @ 9346

Last change on this file since 9346 was 9235, checked in by bensch, 18 years ago

merged the presentation back

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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      const std::list<BaseObject*> * list = ClassList::getList( CL_PLAYABLE );
161 
162      bool found = false;
163 
164      if ( !list )
165        return;
166   
167      for ( std::list<BaseObject*>::const_iterator it2 = list->begin(); it2 != list->end(); it2++ )
168      {
169        if ( *it2 == it->entity )
170        {
171          found = true;
172          break;
173        }
174      }
175 
176      if ( found && SharedNetworkData::getInstance()->isGameServer() )
177        this->sendRespawnMessage( it->entity->getUniqueID() );
178
179      std::list<QueueEntry>::iterator delit = it;
180      it++;
181     
182      queue.erase( delit );
183     
184      continue;
185    }
186   
187    it++;
188  }
189
190}
191
192
193/**
194 *  the entity is drawn onto the screen with this function
195 *
196 * This is a central function of an entity: call it to let the entity painted to the screen.
197 * Just override this function with whatever you want to be drawn.
198 */
199void SpawningPoint::draw()
200{
201}
202
203void SpawningPoint::sendRespawnMessage( int uniqueId )
204{
205  byte * buf = new byte[2*INTSIZE];
206 
207  assert( Converter::intToByteArray( this->getUniqueID(), buf, INTSIZE ) == INTSIZE );
208  assert( Converter::intToByteArray( uniqueId, buf + INTSIZE, INTSIZE ) == INTSIZE );
209 
210  MessageManager::getInstance()->sendMessage( MSGID_RESPAWN, buf, 2*INTSIZE, RT_ALL_NOT_ME, 0, MP_HIGHBANDWIDTH );
211}
212
213bool SpawningPoint::respawnMessageHandler( MessageId messageId, byte * data, int dataLength, void * someData, int userId )
214{
215  if ( SharedNetworkData::getInstance()->isGameServer() )
216  {
217    PRINTF(2)("server received spawn message!\n");
218    return true;
219  }
220   
221  int spUniqueId;
222  int uniqueId;
223 
224  if ( dataLength != 2*INTSIZE )
225  {
226    PRINTF(2)("spawn message has wrong size: %d\n", dataLength );
227    return true;
228  }
229 
230  assert( Converter::byteArrayToInt( data, &spUniqueId ) == INTSIZE );
231  assert( Converter::byteArrayToInt( data+INTSIZE, &uniqueId ) == INTSIZE );
232 
233  PRINTF(0)("SPAWNMESSAGE %d\n", uniqueId);
234 
235  SpawningPoint * sp = NULL;
236  Playable      * playable = NULL;
237 
238  const std::list<BaseObject*> * list = ClassList::getList( CL_SPAWNING_POINT );
239 
240  if ( list )
241  {
242    for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
243    {
244      PRINTF(0)("%d:%d\n", dynamic_cast<SpawningPoint*>(*it)->getUniqueID(), spUniqueId);
245      if ( dynamic_cast<SpawningPoint*>(*it)->getUniqueID() == spUniqueId )
246      {
247        sp = dynamic_cast<SpawningPoint*>(*it);
248        break;
249      }
250    }
251  }
252 
253  if ( !sp )
254  {
255    PRINTF(0)("could not find spawning point\n");
256    return false;
257  }
258 
259  list = ClassList::getList( CL_PLAYABLE );
260 
261  if ( list )
262  {
263    for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ )
264    {
265      if ( dynamic_cast<Playable*>(*it)->getUniqueID() == uniqueId )
266      {
267        playable = dynamic_cast<Playable*>(*it);
268        break;
269      }
270    }
271  }
272 
273  if ( !playable )
274  {
275    PRINTF(0)("could not find playable\n");
276    return false;
277  }
278 
279  sp->spawn( playable );
280 
281  return true;
282}
283
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