[2072] | 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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[2662] | 36 | #include "core/ConfigValueIncludes.h" |
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| 37 | #include "core/Template.h" |
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| 38 | #include "core/Core.h" |
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| 39 | #include "overlays/OverlayGroup.h" |
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[2072] | 40 | #include "objects/infos/PlayerInfo.h" |
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[2662] | 41 | #include "objects/infos/Bot.h" |
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[2072] | 42 | #include "objects/worldentities/pawns/Spectator.h" |
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| 43 | #include "objects/worldentities/SpawnPoint.h" |
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[2662] | 44 | #include "objects/worldentities/Camera.h" |
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[2072] | 45 | |
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| 46 | namespace orxonox |
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| 47 | { |
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| 48 | CreateUnloadableFactory(Gametype); |
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| 49 | |
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[2662] | 50 | Gametype::Gametype(BaseObject* creator) : BaseObject(creator), gtinfo_(creator) |
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[2072] | 51 | { |
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| 52 | RegisterObject(Gametype); |
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| 53 | |
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[2662] | 54 | this->setGametype(this); |
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| 55 | |
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[2072] | 56 | this->defaultControllableEntity_ = Class(Spectator); |
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| 57 | |
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| 58 | this->bAutoStart_ = false; |
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| 59 | this->bForceSpawn_ = false; |
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[2662] | 60 | this->numberOfBots_ = 0; |
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[2072] | 61 | |
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| 62 | this->initialStartCountdown_ = 3; |
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[2662] | 63 | |
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| 64 | this->setConfigValues(); |
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| 65 | |
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| 66 | // load the corresponding score board |
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| 67 | if (Core::showsGraphics() && this->scoreboardTemplate_ != "") |
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| 68 | { |
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| 69 | this->scoreboard_ = new OverlayGroup(this); |
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| 70 | this->scoreboard_->addTemplate(this->scoreboardTemplate_); |
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| 71 | this->scoreboard_->setGametype(this); |
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| 72 | } |
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| 73 | else |
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| 74 | this->scoreboard_ = 0; |
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[2072] | 75 | } |
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| 76 | |
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[2662] | 77 | void Gametype::setConfigValues() |
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| 78 | { |
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| 79 | SetConfigValue(initialStartCountdown_, 3.0f); |
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| 80 | SetConfigValue(bAutoStart_, false); |
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| 81 | SetConfigValue(bForceSpawn_, false); |
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| 82 | SetConfigValue(numberOfBots_, 0); |
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| 83 | SetConfigValue(scoreboardTemplate_, "defaultScoreboard"); |
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| 84 | } |
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| 85 | |
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[2072] | 86 | void Gametype::tick(float dt) |
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| 87 | { |
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[2662] | 88 | SUPER(Gametype, tick, dt); |
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[2072] | 89 | |
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[2662] | 90 | if (this->gtinfo_.bStartCountdownRunning_ && !this->gtinfo_.bStarted_) |
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| 91 | this->gtinfo_.startCountdown_ -= dt; |
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| 92 | |
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| 93 | if (!this->gtinfo_.bStarted_) |
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[2072] | 94 | this->checkStart(); |
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[2171] | 95 | else |
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| 96 | this->spawnDeadPlayersIfRequested(); |
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[2072] | 97 | |
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| 98 | this->assignDefaultPawnsIfNeeded(); |
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| 99 | } |
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| 100 | |
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| 101 | void Gametype::start() |
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| 102 | { |
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[2826] | 103 | this->addBots(this->numberOfBots_); |
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| 104 | |
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[2662] | 105 | this->gtinfo_.bStarted_ = true; |
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[2072] | 106 | |
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| 107 | this->spawnPlayersIfRequested(); |
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| 108 | } |
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| 109 | |
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| 110 | void Gametype::end() |
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| 111 | { |
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[2662] | 112 | this->gtinfo_.bEnded_ = true; |
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[2072] | 113 | } |
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| 114 | |
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| 115 | void Gametype::playerEntered(PlayerInfo* player) |
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| 116 | { |
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[2662] | 117 | this->players_[player].state_ = PlayerState::Joined; |
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[2072] | 118 | } |
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| 119 | |
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[2826] | 120 | bool Gametype::playerLeft(PlayerInfo* player) |
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[2072] | 121 | { |
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[2662] | 122 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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[2072] | 123 | if (it != this->players_.end()) |
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| 124 | { |
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| 125 | this->players_.erase(it); |
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[2826] | 126 | return true; |
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[2072] | 127 | } |
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[2826] | 128 | return false; |
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[2072] | 129 | } |
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| 130 | |
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| 131 | void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) |
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| 132 | { |
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| 133 | } |
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| 134 | |
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| 135 | void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) |
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| 136 | { |
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| 137 | } |
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| 138 | |
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[2826] | 139 | bool Gametype::playerChangedName(PlayerInfo* player) |
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[2072] | 140 | { |
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| 141 | if (this->players_.find(player) != this->players_.end()) |
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| 142 | { |
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| 143 | if (player->getName() != player->getOldName()) |
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| 144 | { |
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[2826] | 145 | return true; |
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[2072] | 146 | } |
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| 147 | } |
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[2826] | 148 | return false; |
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[2072] | 149 | } |
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| 150 | |
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| 151 | void Gametype::pawnPreSpawn(Pawn* pawn) |
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| 152 | { |
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| 153 | } |
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| 154 | |
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| 155 | void Gametype::pawnPostSpawn(Pawn* pawn) |
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| 156 | { |
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| 157 | } |
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| 158 | |
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[2826] | 159 | void Gametype::playerPreSpawn(PlayerInfo* player) |
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[2072] | 160 | { |
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[2826] | 161 | } |
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[2662] | 162 | |
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[2826] | 163 | void Gametype::playerPostSpawn(PlayerInfo* player) |
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| 164 | { |
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| 165 | } |
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[2662] | 166 | |
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[2826] | 167 | void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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| 168 | { |
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| 169 | } |
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| 170 | |
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| 171 | void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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| 172 | { |
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| 173 | } |
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| 174 | |
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| 175 | bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator) |
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| 176 | { |
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| 177 | return true; |
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| 178 | } |
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| 179 | |
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| 180 | bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator) |
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| 181 | { |
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| 182 | return true; |
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| 183 | } |
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| 184 | |
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| 185 | bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator) |
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| 186 | { |
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| 187 | return true; |
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| 188 | } |
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| 189 | |
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| 190 | void Gametype::pawnKilled(Pawn* victim, Pawn* killer) |
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| 191 | { |
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[2662] | 192 | if (victim && victim->getPlayer()) |
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| 193 | { |
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| 194 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(victim->getPlayer()); |
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| 195 | if (it != this->players_.end()) |
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| 196 | { |
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| 197 | it->second.state_ = PlayerState::Dead; |
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| 198 | it->second.killed_++; |
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| 199 | |
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| 200 | // Reward killer |
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| 201 | if (killer) |
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[2839] | 202 | { |
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| 203 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(killer->getPlayer()); |
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| 204 | if (it != this->players_.end()) |
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| 205 | it->second.frags_++; |
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| 206 | } |
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[2662] | 207 | |
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| 208 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getCreator()); |
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| 209 | if (victim->getCamera()) |
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| 210 | { |
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| 211 | entity->setPosition(victim->getCamera()->getWorldPosition()); |
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| 212 | entity->setOrientation(victim->getCamera()->getWorldOrientation()); |
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| 213 | } |
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| 214 | else |
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| 215 | { |
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| 216 | entity->setPosition(victim->getWorldPosition()); |
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| 217 | entity->setOrientation(victim->getWorldOrientation()); |
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| 218 | } |
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| 219 | it->first->startControl(entity); |
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| 220 | } |
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| 221 | else |
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| 222 | COUT(2) << "Warning: Killed Pawn was not in the playerlist" << std::endl; |
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| 223 | } |
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[2072] | 224 | } |
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| 225 | |
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[2826] | 226 | void Gametype::playerScored(PlayerInfo* player) |
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[2072] | 227 | { |
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[2826] | 228 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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| 229 | if (it != this->players_.end()) |
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| 230 | it->second.frags_++; |
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[2072] | 231 | } |
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| 232 | |
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| 233 | SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const |
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| 234 | { |
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| 235 | if (this->spawnpoints_.size() > 0) |
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| 236 | { |
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| 237 | unsigned int randomspawn = (unsigned int)rnd(this->spawnpoints_.size()); |
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| 238 | unsigned int index = 0; |
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| 239 | for (std::set<SpawnPoint*>::const_iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); ++it) |
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| 240 | { |
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| 241 | if (index == randomspawn) |
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| 242 | return (*it); |
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| 243 | |
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| 244 | ++index; |
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| 245 | } |
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| 246 | } |
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| 247 | return 0; |
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| 248 | } |
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| 249 | |
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[2171] | 250 | void Gametype::assignDefaultPawnsIfNeeded() |
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[2072] | 251 | { |
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[2662] | 252 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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[2072] | 253 | { |
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[2662] | 254 | if (!it->first->getControllableEntity()) |
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[2072] | 255 | { |
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[2662] | 256 | it->second.state_ = PlayerState::Dead; |
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| 257 | |
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| 258 | if (!it->first->isReadyToSpawn() || !this->gtinfo_.bStarted_) |
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[2072] | 259 | { |
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[2662] | 260 | SpawnPoint* spawn = this->getBestSpawnPoint(it->first); |
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| 261 | if (spawn) |
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| 262 | { |
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| 263 | // force spawn at spawnpoint with default pawn |
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| 264 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn); |
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| 265 | spawn->spawn(entity); |
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| 266 | it->first->startControl(entity); |
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| 267 | it->second.state_ = PlayerState::Dead; |
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| 268 | } |
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| 269 | else |
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| 270 | { |
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| 271 | COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; |
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| 272 | abort(); |
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| 273 | } |
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[2072] | 274 | } |
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| 275 | } |
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| 276 | } |
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| 277 | } |
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| 278 | |
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| 279 | void Gametype::checkStart() |
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| 280 | { |
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[2662] | 281 | if (!this->gtinfo_.bStarted_) |
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[2072] | 282 | { |
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[2662] | 283 | if (this->gtinfo_.bStartCountdownRunning_) |
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[2072] | 284 | { |
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[2662] | 285 | if (this->gtinfo_.startCountdown_ <= 0) |
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[2072] | 286 | { |
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[2662] | 287 | this->gtinfo_.bStartCountdownRunning_ = false; |
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| 288 | this->gtinfo_.startCountdown_ = 0; |
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[2072] | 289 | this->start(); |
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| 290 | } |
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| 291 | } |
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| 292 | else if (this->players_.size() > 0) |
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| 293 | { |
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| 294 | if (this->bAutoStart_) |
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| 295 | { |
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| 296 | this->start(); |
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| 297 | } |
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| 298 | else |
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| 299 | { |
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| 300 | bool allplayersready = true; |
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[2662] | 301 | bool hashumanplayers = false; |
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| 302 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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[2072] | 303 | { |
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[2171] | 304 | if (!it->first->isReadyToSpawn()) |
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[2072] | 305 | allplayersready = false; |
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[2662] | 306 | if (it->first->isHumanPlayer()) |
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| 307 | hashumanplayers = true; |
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[2072] | 308 | } |
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[2662] | 309 | if (allplayersready && hashumanplayers) |
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[2072] | 310 | { |
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[2662] | 311 | this->gtinfo_.startCountdown_ = this->initialStartCountdown_; |
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| 312 | this->gtinfo_.bStartCountdownRunning_ = true; |
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[2072] | 313 | } |
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| 314 | } |
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| 315 | } |
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| 316 | } |
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| 317 | } |
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| 318 | |
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| 319 | void Gametype::spawnPlayersIfRequested() |
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| 320 | { |
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[2662] | 321 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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[2171] | 322 | if (it->first->isReadyToSpawn() || this->bForceSpawn_) |
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| 323 | this->spawnPlayer(it->first); |
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[2072] | 324 | } |
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| 325 | |
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| 326 | void Gametype::spawnDeadPlayersIfRequested() |
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| 327 | { |
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[2662] | 328 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 329 | if (it->second.state_ == PlayerState::Dead) |
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[2171] | 330 | if (it->first->isReadyToSpawn() || this->bForceSpawn_) |
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| 331 | this->spawnPlayer(it->first); |
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[2072] | 332 | } |
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| 333 | |
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| 334 | void Gametype::spawnPlayer(PlayerInfo* player) |
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| 335 | { |
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| 336 | SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); |
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| 337 | if (spawnpoint) |
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| 338 | { |
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[2826] | 339 | this->playerPreSpawn(player); |
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[2072] | 340 | player->startControl(spawnpoint->spawn()); |
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[2662] | 341 | this->players_[player].state_ = PlayerState::Alive; |
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[2826] | 342 | this->playerPostSpawn(player); |
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[2072] | 343 | } |
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| 344 | else |
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| 345 | { |
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| 346 | COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; |
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| 347 | abort(); |
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| 348 | } |
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| 349 | } |
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[2662] | 350 | |
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| 351 | void Gametype::addBots(unsigned int amount) |
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| 352 | { |
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| 353 | for (unsigned int i = 0; i < amount; ++i) |
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[2839] | 354 | this->botclass_.fabricate(this); |
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[2662] | 355 | } |
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| 356 | |
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| 357 | void Gametype::killBots(unsigned int amount) |
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| 358 | { |
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| 359 | unsigned int i = 0; |
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| 360 | for (ObjectList<Bot>::iterator it = ObjectList<Bot>::begin(); (it != ObjectList<Bot>::end()) && ((amount == 0) || (i < amount)); ) |
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| 361 | { |
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| 362 | if (it->getGametype() == this) |
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| 363 | { |
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| 364 | delete (*(it++)); |
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| 365 | ++i; |
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| 366 | } |
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| 367 | } |
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| 368 | } |
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[2072] | 369 | } |
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