Spawning players on rand spawnpoint when they connect

This commit is contained in:
Linda Andersson 2014-02-26 14:55:29 +01:00
parent 15df481dd3
commit 74456a4d80
5 changed files with 61 additions and 26 deletions

View File

@ -149,6 +149,11 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->camera.UpdateOrientation();
}
}
else
{
int i = 0;
// some error loading model
}
}
GameClientState::ClientState GameState::Update( float deltaTime )
@ -736,11 +741,20 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{
//Remove the disconnected player
Protocol_ObjectDisconnectPlayer decoded(data);
auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() )
C_Player *player;
player = (this->privData->players)[decoded.objectID];
if( player )
{
object->second = nullptr;
this->privData->dynamicObjects->erase( object );
if( this->privData->myId == decoded.objectID )
{
// dont delete my player
}
if( player )
{
player->SetVisible(false);
(this->privData->players)[decoded.objectID].Release();
}
}
}
return GameClientState::event_processed;

View File

@ -332,6 +332,9 @@ void Level::AddPlayerToTeam(Player *player, int teamID)
}
void Level::AddPlayerToGame(Player *player)
{
int i = rand() % spawnPoints.Size();
Float3 spawnPoint = spawnPoints[i];
player->ResetPlayer(spawnPoint);
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if (!this->playerObjects[i])
@ -373,28 +376,31 @@ void Level::Update(float deltaTime)
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if(this->playerObjects[i]->getAffectingPlayer() != NULL)
if(this->playerObjects[i])
{
}
if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DEAD)
{
// true when timer reaches 0
if(this->playerObjects[i]->deathTimerTick(deltaTime))
RespawnPlayer(this->playerObjects[i]);
}
else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED)
{
this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
// HACK to avoid crasch. affected by tag is NULL
//((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID
Player* killer = this->playerObjects[i]->getAffectingPlayer();
if(!killer) //if there is no killer then you commited suicide
if(this->playerObjects[i]->getAffectingPlayer() != NULL)
{
killer = this->playerObjects[i];
}
if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DEAD)
{
// true when timer reaches 0
if(this->playerObjects[i]->deathTimerTick(deltaTime))
RespawnPlayer(this->playerObjects[i]);
}
else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED)
{
this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
// HACK to avoid crasch. affected by tag is NULL
//((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID
Player* killer = this->playerObjects[i]->getAffectingPlayer();
if(!killer) //if there is no killer then you commited suicide
{
killer = this->playerObjects[i];
}
((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], killer, DEATH_TIMER); // add killer ID
}
((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], killer, DEATH_TIMER); // add killer ID
}
}

View File

@ -15,6 +15,8 @@ Player::Player()
Player::initPlayerData();
this->weapon = NULL;
this->teamID = -1;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
@ -23,6 +25,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
this->weapon = new Weapon(2,this);
Player::initPlayerData();
this->teamID = teamID;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
@ -31,6 +35,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
this->weapon = new Weapon(2,this);
Player::initPlayerData();
this->teamID = teamID;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
}
Player::~Player(void)
@ -45,8 +51,6 @@ void Player::initPlayerData()
{
this->playerStats.hp = MAX_HP;
this->playerStats.movementSpeed = BASIC_SPEED;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
@ -309,7 +313,13 @@ void Player::Inactivate()
{
//this->
}
void Player::ResetPlayer( Oyster::Math::Float3 spawnPos)
{
Player::initPlayerData();
this->rigidBody->SetPosition(spawnPos);
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
}
Oyster::Math::Float3 Player::GetPosition() const
{
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;

View File

@ -82,6 +82,7 @@ namespace GameLogic
bool IsIdle();
void Inactivate();
void ResetPlayer( Oyster::Math::Float3 spawnPos);
Oyster::Math::Float3 GetPosition() const;
Oyster::Math::Float3 GetLookDir() const;

View File

@ -25,6 +25,10 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
}
GameClient::~GameClient()
{
if(this->player)
{
this->player->Inactivate();
}
this->isReady = false;
this->character = L"char_orca.dan";
this->alias = L"Unknown";