1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "Gametype.h" |
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31 | |
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32 | #include <cstdlib> |
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33 | #include <ctime> |
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34 | |
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35 | #include "core/CoreIncludes.h" |
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36 | #include "core/ConfigValueIncludes.h" |
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37 | #include "objects/infos/PlayerInfo.h" |
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38 | #include "objects/worldentities/pawns/Spectator.h" |
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39 | #include "objects/worldentities/SpawnPoint.h" |
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40 | |
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41 | #include "network/Host.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | CreateUnloadableFactory(Gametype); |
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46 | |
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47 | Gametype::Gametype(BaseObject* creator) : BaseObject(creator), gtinfo_(creator) |
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48 | { |
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49 | RegisterObject(Gametype); |
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50 | |
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51 | this->defaultControllableEntity_ = Class(Spectator); |
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52 | |
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53 | this->bAutoStart_ = false; |
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54 | this->bForceSpawn_ = false; |
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55 | |
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56 | this->initialStartCountdown_ = 3; |
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57 | |
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58 | this->setConfigValues(); |
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59 | } |
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60 | |
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61 | void Gametype::setConfigValues() |
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62 | { |
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63 | SetConfigValue(initialStartCountdown_, 3.0f); |
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64 | } |
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65 | |
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66 | void Gametype::tick(float dt) |
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67 | { |
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68 | SUPER(Gametype, tick, dt); |
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69 | |
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70 | if (this->gtinfo_.bStartCountdownRunning_ && !this->gtinfo_.bStarted_) |
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71 | this->gtinfo_.startCountdown_ -= dt; |
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72 | |
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73 | if (!this->gtinfo_.bStarted_) |
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74 | this->checkStart(); |
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75 | else |
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76 | this->spawnDeadPlayersIfRequested(); |
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77 | |
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78 | this->assignDefaultPawnsIfNeeded(); |
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79 | } |
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80 | |
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81 | void Gametype::start() |
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82 | { |
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83 | COUT(0) << "game started" << std::endl; |
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84 | this->gtinfo_.bStarted_ = true; |
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85 | |
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86 | this->spawnPlayersIfRequested(); |
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87 | } |
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88 | |
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89 | void Gametype::end() |
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90 | { |
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91 | COUT(0) << "game ended" << std::endl; |
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92 | this->gtinfo_.bEnded_ = true; |
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93 | } |
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94 | |
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95 | void Gametype::playerEntered(PlayerInfo* player) |
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96 | { |
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97 | this->players_[player] = PlayerState::Joined; |
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98 | |
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99 | std::string message = player->getName() + " entered the game"; |
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100 | COUT(0) << message << std::endl; |
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101 | Host::Broadcast(message); |
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102 | } |
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103 | |
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104 | void Gametype::playerLeft(PlayerInfo* player) |
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105 | { |
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106 | std::map<PlayerInfo*, PlayerState::Enum>::iterator it = this->players_.find(player); |
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107 | if (it != this->players_.end()) |
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108 | { |
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109 | this->players_.erase(it); |
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110 | |
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111 | std::string message = player->getName() + " left the game"; |
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112 | COUT(0) << message << std::endl; |
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113 | Host::Broadcast(message); |
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114 | } |
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115 | } |
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116 | |
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117 | void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) |
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118 | { |
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119 | } |
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120 | |
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121 | void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) |
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122 | { |
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123 | } |
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124 | |
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125 | void Gametype::playerChangedName(PlayerInfo* player) |
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126 | { |
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127 | if (this->players_.find(player) != this->players_.end()) |
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128 | { |
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129 | if (player->getName() != player->getOldName()) |
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130 | { |
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131 | std::string message = player->getOldName() + " changed name to " + player->getName(); |
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132 | COUT(0) << message << std::endl; |
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133 | Host::Broadcast(message); |
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134 | } |
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135 | } |
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136 | } |
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137 | |
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138 | void Gametype::pawnPreSpawn(Pawn* pawn) |
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139 | { |
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140 | } |
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141 | |
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142 | void Gametype::pawnPostSpawn(Pawn* pawn) |
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143 | { |
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144 | } |
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145 | |
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146 | void Gametype::pawnKilled(Pawn* victim, Pawn* killer) |
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147 | { |
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148 | } |
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149 | |
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150 | void Gametype::playerScored(PlayerInfo* player) |
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151 | { |
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152 | } |
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153 | |
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154 | SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const |
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155 | { |
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156 | if (this->spawnpoints_.size() > 0) |
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157 | { |
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158 | unsigned int randomspawn = (unsigned int)rnd(this->spawnpoints_.size()); |
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159 | unsigned int index = 0; |
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160 | for (std::set<SpawnPoint*>::const_iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); ++it) |
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161 | { |
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162 | if (index == randomspawn) |
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163 | return (*it); |
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164 | |
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165 | ++index; |
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166 | } |
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167 | } |
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168 | return 0; |
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169 | } |
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170 | |
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171 | void Gametype::assignDefaultPawnsIfNeeded() |
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172 | { |
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173 | for (std::map<PlayerInfo*, PlayerState::Enum>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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174 | { |
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175 | if (!it->first->getControllableEntity()) |
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176 | { |
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177 | it->second = PlayerState::Dead; |
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178 | |
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179 | if (!it->first->isReadyToSpawn() || !this->gtinfo_.bStarted_) |
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180 | { |
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181 | SpawnPoint* spawn = this->getBestSpawnPoint(it->first); |
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182 | if (spawn) |
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183 | { |
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184 | // force spawn at spawnpoint with default pawn |
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185 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn); |
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186 | spawn->spawn(entity); |
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187 | it->first->startControl(entity); |
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188 | it->second = PlayerState::Dead; |
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189 | } |
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190 | else |
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191 | { |
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192 | COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; |
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193 | abort(); |
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194 | } |
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195 | } |
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196 | } |
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197 | } |
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198 | } |
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199 | |
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200 | void Gametype::checkStart() |
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201 | { |
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202 | if (!this->gtinfo_.bStarted_) |
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203 | { |
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204 | if (this->gtinfo_.bStartCountdownRunning_) |
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205 | { |
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206 | if (this->gtinfo_.startCountdown_ <= 0) |
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207 | { |
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208 | this->gtinfo_.bStartCountdownRunning_ = false; |
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209 | this->gtinfo_.startCountdown_ = 0; |
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210 | this->start(); |
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211 | } |
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212 | } |
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213 | else if (this->players_.size() > 0) |
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214 | { |
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215 | if (this->bAutoStart_) |
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216 | { |
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217 | this->start(); |
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218 | } |
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219 | else |
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220 | { |
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221 | bool allplayersready = true; |
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222 | bool hashumanplayers = false; |
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223 | for (std::map<PlayerInfo*, PlayerState::Enum>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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224 | { |
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225 | if (!it->first->isReadyToSpawn()) |
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226 | allplayersready = false; |
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227 | if (it->first->isHumanPlayer()) |
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228 | hashumanplayers = true; |
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229 | } |
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230 | if (allplayersready && hashumanplayers) |
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231 | { |
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232 | this->gtinfo_.startCountdown_ = this->initialStartCountdown_; |
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233 | this->gtinfo_.bStartCountdownRunning_ = true; |
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234 | } |
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235 | } |
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236 | } |
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237 | } |
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238 | } |
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239 | |
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240 | void Gametype::spawnPlayersIfRequested() |
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241 | { |
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242 | for (std::map<PlayerInfo*, PlayerState::Enum>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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243 | if (it->first->isReadyToSpawn() || this->bForceSpawn_) |
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244 | this->spawnPlayer(it->first); |
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245 | } |
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246 | |
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247 | void Gametype::spawnDeadPlayersIfRequested() |
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248 | { |
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249 | for (std::map<PlayerInfo*, PlayerState::Enum>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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250 | if (it->second == PlayerState::Dead) |
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251 | if (it->first->isReadyToSpawn() || this->bForceSpawn_) |
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252 | this->spawnPlayer(it->first); |
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253 | } |
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254 | |
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255 | void Gametype::spawnPlayer(PlayerInfo* player) |
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256 | { |
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257 | SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); |
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258 | if (spawnpoint) |
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259 | { |
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260 | player->startControl(spawnpoint->spawn()); |
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261 | this->players_[player] = PlayerState::Alive; |
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262 | } |
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263 | else |
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264 | { |
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265 | COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; |
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266 | abort(); |
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267 | } |
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268 | } |
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269 | } |
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