| 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 "Gametype.h" |
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| 30 | |
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| 31 | #include "util/Math.h" |
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| 32 | #include "core/Core.h" |
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| 33 | #include "core/CoreIncludes.h" |
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| 34 | #include "core/config/ConfigValueIncludes.h" |
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| 35 | #include "core/GameMode.h" |
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| 36 | #include "core/command/ConsoleCommandIncludes.h" |
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| 37 | #include "gamestates/GSLevel.h" |
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| 38 | |
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| 39 | #include "infos/PlayerInfo.h" |
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| 40 | #include "infos/Bot.h" |
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| 41 | #include "graphics/Camera.h" |
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| 42 | #include "worldentities/ControllableEntity.h" |
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| 43 | #include "worldentities/SpawnPoint.h" |
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| 44 | #include "worldentities/pawns/Spectator.h" |
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| 45 | #include "worldentities/pawns/Pawn.h" |
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| 46 | #include "overlays/OverlayGroup.h" |
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| 47 | #include "Scene.h" |
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| 48 | |
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| 49 | namespace orxonox |
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| 50 | { |
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| 51 | static const std::string __CC_addBots_name = "addBots"; |
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| 52 | static const std::string __CC_killBots_name = "killBots"; |
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| 53 | |
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| 54 | SetConsoleCommand("Gametype", __CC_addBots_name, &Gametype::addBots ).addShortcut().defaultValues(1); |
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| 55 | SetConsoleCommand("Gametype", __CC_killBots_name, &Gametype::killBots).addShortcut().defaultValues(0); |
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| 56 | |
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| 57 | RegisterUnloadableClass(Gametype); |
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| 58 | |
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| 59 | Gametype::Gametype(Context* context) : BaseObject(context) |
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| 60 | { |
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| 61 | RegisterObject(Gametype); |
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| 62 | |
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| 63 | this->setGametype(SmartPtr<Gametype>(this, false)); |
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| 64 | |
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| 65 | this->gtinfo_ = new GametypeInfo(context); |
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| 66 | this->gtinfo_->setGametype(this); |
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| 67 | |
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| 68 | this->defaultControllableEntity_ = Class(Spectator); |
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| 69 | |
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| 70 | this->bAutoStart_ = false; |
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| 71 | this->bForceSpawn_ = false; |
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| 72 | this->bAutoEnd_ = true; |
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| 73 | this->numberOfBots_ = 0; |
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| 74 | |
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| 75 | this->timeLimit_ = 0; |
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| 76 | this->time_ = 0; |
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| 77 | this->timerIsActive_ = false; |
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| 78 | |
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| 79 | this->initialStartCountdown_ = 3; |
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| 80 | |
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| 81 | this->setConfigValues(); |
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| 82 | |
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| 83 | // load the corresponding score board |
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| 84 | if (GameMode::showsGraphics() && !this->scoreboardTemplate_.empty()) |
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| 85 | { |
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| 86 | this->scoreboard_ = new OverlayGroup(context); |
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| 87 | this->scoreboard_->addTemplate(this->scoreboardTemplate_); |
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| 88 | this->scoreboard_->setGametype(this); |
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| 89 | } |
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| 90 | else |
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| 91 | this->scoreboard_ = 0; |
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| 92 | |
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| 93 | ModifyConsoleCommand(__CC_addBots_name).setObject(this); |
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| 94 | ModifyConsoleCommand(__CC_killBots_name).setObject(this); |
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| 95 | } |
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| 96 | |
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| 97 | Gametype::~Gametype() |
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| 98 | { |
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| 99 | if (this->isInitialized()) |
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| 100 | { |
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| 101 | if (this->gtinfo_) |
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| 102 | this->gtinfo_->destroy(); |
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| 103 | |
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| 104 | ModifyConsoleCommand(__CC_addBots_name).setObject(NULL); |
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| 105 | ModifyConsoleCommand(__CC_killBots_name).setObject(NULL); |
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| 106 | } |
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| 107 | } |
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| 108 | |
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| 109 | void Gametype::setConfigValues() |
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| 110 | { |
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| 111 | SetConfigValue(initialStartCountdown_, 3.0f); |
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| 112 | SetConfigValue(bAutoStart_, false); |
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| 113 | SetConfigValue(bForceSpawn_, false); |
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| 114 | SetConfigValue(bAutoEnd_, true); |
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| 115 | SetConfigValue(numberOfBots_, 0); |
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| 116 | SetConfigValue(scoreboardTemplate_, "defaultScoreboard"); |
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| 117 | } |
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| 118 | |
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| 119 | void Gametype::tick(float dt) |
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| 120 | { |
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| 121 | SUPER(Gametype, tick, dt); |
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| 122 | |
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| 123 | //count timer |
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| 124 | if (timerIsActive_) |
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| 125 | { |
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| 126 | if (this->timeLimit_ == 0) |
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| 127 | this->time_ += dt; |
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| 128 | else |
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| 129 | this->time_ -= dt; |
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| 130 | } |
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| 131 | |
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| 132 | if (this->gtinfo_->isStartCountdownRunning() && !this->gtinfo_->hasStarted()) |
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| 133 | this->gtinfo_->countdownStartCountdown(dt); |
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| 134 | |
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| 135 | if (!this->gtinfo_->hasStarted()) |
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| 136 | { |
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| 137 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 138 | { |
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| 139 | // Inform the GametypeInfo that the player is ready to spawn. |
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| 140 | if(it->first->isHumanPlayer() && it->first->isReadyToSpawn()) |
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| 141 | this->gtinfo_->playerReadyToSpawn(it->first); |
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| 142 | } |
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| 143 | |
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| 144 | this->checkStart(); |
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| 145 | } |
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| 146 | else if (!this->gtinfo_->hasEnded()) |
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| 147 | this->spawnDeadPlayersIfRequested(); |
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| 148 | |
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| 149 | this->assignDefaultPawnsIfNeeded(); |
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| 150 | } |
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| 151 | |
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| 152 | void Gametype::start() |
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| 153 | { |
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| 154 | this->addBots(this->numberOfBots_); |
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| 155 | this->gtinfo_->start(); |
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| 156 | this->spawnPlayersIfRequested(); |
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| 157 | } |
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| 158 | |
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| 159 | void Gametype::end() |
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| 160 | { |
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| 161 | this->gtinfo_->end(); |
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| 162 | if (this->bAutoEnd_) |
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| 163 | { |
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| 164 | this->showMenuTimer_.setTimer(3.0f, true, createExecutor(createFunctor(&Gametype::showMenu, this))); |
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| 165 | } |
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| 166 | |
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| 167 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 168 | { |
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| 169 | if (it->first->getControllableEntity()) |
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| 170 | { |
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| 171 | ControllableEntity* oldentity = it->first->getControllableEntity(); |
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| 172 | |
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| 173 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(oldentity->getContext()); |
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| 174 | if (oldentity->getCamera()) |
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| 175 | { |
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| 176 | entity->setPosition(oldentity->getCamera()->getWorldPosition()); |
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| 177 | entity->setOrientation(oldentity->getCamera()->getWorldOrientation()); |
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| 178 | } |
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| 179 | else |
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| 180 | { |
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| 181 | entity->setPosition(oldentity->getWorldPosition()); |
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| 182 | entity->setOrientation(oldentity->getWorldOrientation()); |
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| 183 | } |
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| 184 | it->first->startControl(entity); |
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| 185 | } |
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| 186 | else |
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| 187 | this->spawnPlayerAsDefaultPawn(it->first); |
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| 188 | } |
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| 189 | } |
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| 190 | |
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| 191 | void Gametype::playerEntered(PlayerInfo* player) |
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| 192 | { |
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| 193 | this->players_[player].state_ = PlayerState::Joined; |
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| 194 | this->gtinfo_->playerEntered(player); |
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| 195 | } |
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| 196 | |
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| 197 | bool Gametype::playerLeft(PlayerInfo* player) |
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| 198 | { |
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| 199 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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| 200 | if (it != this->players_.end()) |
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| 201 | { |
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| 202 | this->players_.erase(it); |
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| 203 | return true; |
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| 204 | } |
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| 205 | return false; |
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| 206 | } |
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| 207 | |
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| 208 | void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) |
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| 209 | { |
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| 210 | } |
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| 211 | |
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| 212 | void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) |
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| 213 | { |
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| 214 | } |
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| 215 | |
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| 216 | bool Gametype::playerChangedName(PlayerInfo* player) |
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| 217 | { |
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| 218 | if (this->players_.find(player) != this->players_.end()) |
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| 219 | { |
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| 220 | if (player->getName() != player->getOldName()) |
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| 221 | { |
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| 222 | return true; |
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| 223 | } |
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| 224 | } |
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| 225 | return false; |
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| 226 | } |
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| 227 | |
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| 228 | void Gametype::pawnPreSpawn(Pawn* pawn) |
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| 229 | { |
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| 230 | } |
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| 231 | |
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| 232 | void Gametype::pawnPostSpawn(Pawn* pawn) |
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| 233 | { |
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| 234 | } |
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| 235 | |
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| 236 | void Gametype::playerPreSpawn(PlayerInfo* player) |
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| 237 | { |
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| 238 | } |
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| 239 | |
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| 240 | void Gametype::playerPostSpawn(PlayerInfo* player) |
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| 241 | { |
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| 242 | } |
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| 243 | |
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| 244 | void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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| 245 | { |
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| 246 | } |
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| 247 | |
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| 248 | void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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| 249 | { |
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| 250 | } |
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| 251 | |
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| 252 | bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator) |
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| 253 | { |
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| 254 | return true; |
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| 255 | } |
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| 256 | |
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| 257 | bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator) |
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| 258 | { |
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| 259 | return true; |
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| 260 | } |
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| 261 | |
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| 262 | bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator) |
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| 263 | { |
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| 264 | return true; |
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| 265 | } |
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| 266 | |
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| 267 | void Gametype::pawnKilled(Pawn* victim, Pawn* killer) |
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| 268 | { |
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| 269 | if (victim && victim->getPlayer()) |
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| 270 | { |
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| 271 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(victim->getPlayer()); |
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| 272 | if (it != this->players_.end()) |
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| 273 | { |
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| 274 | it->second.state_ = PlayerState::Dead; |
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| 275 | it->second.killed_++; |
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| 276 | |
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| 277 | // Reward killer |
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| 278 | if (killer && killer->getPlayer()) |
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| 279 | { |
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| 280 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(killer->getPlayer()); |
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| 281 | if (it != this->players_.end()) |
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| 282 | { |
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| 283 | it->second.frags_++; |
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| 284 | |
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| 285 | if (killer->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN) |
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| 286 | this->gtinfo_->sendKillMessage("You killed " + victim->getPlayer()->getName(), killer->getPlayer()->getClientID()); |
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| 287 | if (victim->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN) |
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| 288 | this->gtinfo_->sendDeathMessage("You were killed by " + killer->getPlayer()->getName(), victim->getPlayer()->getClientID()); |
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| 289 | } |
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| 290 | } |
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| 291 | |
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| 292 | if(victim->getPlayer()->isHumanPlayer()) |
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| 293 | this->gtinfo_->pawnKilled(victim->getPlayer()); |
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| 294 | |
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| 295 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getContext()); |
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| 296 | if (victim->getCamera()) |
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| 297 | { |
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| 298 | entity->setPosition(victim->getCamera()->getWorldPosition()); |
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| 299 | entity->setOrientation(victim->getCamera()->getWorldOrientation()); |
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| 300 | } |
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| 301 | else |
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| 302 | { |
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| 303 | entity->setPosition(victim->getWorldPosition()); |
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| 304 | entity->setOrientation(victim->getWorldOrientation()); |
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| 305 | } |
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| 306 | it->first->startControl(entity); |
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| 307 | } |
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| 308 | else |
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| 309 | orxout(internal_warning) << "Killed Pawn was not in the playerlist" << endl; |
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| 310 | } |
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| 311 | } |
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| 312 | |
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| 313 | void Gametype::playerScored(PlayerInfo* player, int score) |
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| 314 | { |
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| 315 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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| 316 | if (it != this->players_.end()) |
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| 317 | it->second.frags_ += score; |
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| 318 | } |
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| 319 | |
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| 320 | int Gametype::getScore(PlayerInfo* player) const |
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| 321 | { |
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| 322 | std::map<PlayerInfo*, Player>::const_iterator it = this->players_.find(player); |
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| 323 | if (it != this->players_.end()) |
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| 324 | return it->second.frags_; |
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| 325 | else |
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| 326 | return 0; |
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| 327 | } |
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| 328 | |
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| 329 | SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const |
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| 330 | { |
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| 331 | // If there is at least one SpawnPoint. |
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| 332 | if (this->spawnpoints_.size() > 0) |
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| 333 | { |
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| 334 | // Fallback spawn point if there is no active one, choose a random one. |
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| 335 | SpawnPoint* fallbackSpawnPoint = NULL; |
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| 336 | unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(this->spawnpoints_.size()))); |
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| 337 | unsigned int index = 0; |
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| 338 | std::vector<SpawnPoint*> activeSpawnPoints; |
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| 339 | for (std::set<SpawnPoint*>::const_iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); ++it) |
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| 340 | { |
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| 341 | if (index == randomspawn) |
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| 342 | fallbackSpawnPoint = (*it); |
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| 343 | |
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| 344 | if (*it != NULL && (*it)->isActive()) |
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| 345 | activeSpawnPoints.push_back(*it); |
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| 346 | |
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| 347 | ++index; |
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| 348 | } |
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| 349 | |
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| 350 | if(activeSpawnPoints.size() > 0) |
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| 351 | { |
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| 352 | randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(activeSpawnPoints.size()))); |
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| 353 | return activeSpawnPoints[randomspawn]; |
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| 354 | } |
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| 355 | |
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| 356 | orxout(internal_warning) << "Fallback SpawnPoint was used because there were no active SpawnPoints." << endl; |
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| 357 | return fallbackSpawnPoint; |
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| 358 | } |
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| 359 | return 0; |
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| 360 | } |
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| 361 | |
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| 362 | void Gametype::assignDefaultPawnsIfNeeded() |
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| 363 | { |
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| 364 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 365 | { |
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| 366 | if (!it->first->getControllableEntity()) |
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| 367 | { |
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| 368 | it->second.state_ = PlayerState::Dead; |
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| 369 | |
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| 370 | if (!it->first->isReadyToSpawn() || !this->gtinfo_->hasStarted()) |
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| 371 | { |
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| 372 | this->spawnPlayerAsDefaultPawn(it->first); |
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| 373 | it->second.state_ = PlayerState::Dead; |
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| 374 | } |
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| 375 | } |
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| 376 | } |
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| 377 | } |
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| 378 | |
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| 379 | void Gametype::checkStart() |
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| 380 | { |
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| 381 | if (!this->gtinfo_->hasStarted()) |
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| 382 | { |
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| 383 | if (this->gtinfo_->isStartCountdownRunning()) |
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| 384 | { |
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| 385 | if (this->gtinfo_->getStartCountdown() <= 0.0f) |
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| 386 | { |
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| 387 | this->gtinfo_->stopStartCountdown(); |
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| 388 | this->gtinfo_->setStartCountdown(0.0f); |
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| 389 | this->start(); |
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| 390 | } |
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| 391 | } |
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| 392 | else if (this->players_.size() > 0) |
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| 393 | { |
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| 394 | if (this->bAutoStart_) |
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| 395 | { |
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| 396 | this->start(); |
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| 397 | } |
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| 398 | else |
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| 399 | { |
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| 400 | bool allplayersready = true; |
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| 401 | bool hashumanplayers = false; |
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| 402 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 403 | { |
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| 404 | if (!it->first->isReadyToSpawn()) |
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| 405 | allplayersready = false; |
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| 406 | if (it->first->isHumanPlayer()) |
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| 407 | hashumanplayers = true; |
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| 408 | } |
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| 409 | |
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| 410 | if (allplayersready && hashumanplayers) |
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| 411 | { |
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| 412 | // If in developer's mode, there is no start countdown. |
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| 413 | if(Core::getInstance().getConfig()->inDevMode()) |
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| 414 | this->start(); |
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| 415 | else |
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| 416 | { |
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| 417 | this->gtinfo_->setStartCountdown(this->initialStartCountdown_); |
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| 418 | this->gtinfo_->startStartCountdown(); |
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| 419 | } |
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| 420 | } |
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| 421 | } |
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| 422 | } |
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| 423 | } |
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| 424 | } |
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| 425 | |
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| 426 | void Gametype::spawnPlayersIfRequested() |
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| 427 | { |
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| 428 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 429 | { |
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| 430 | if (it->first->isReadyToSpawn() || this->bForceSpawn_) |
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| 431 | this->spawnPlayer(it->first); |
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| 432 | } |
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| 433 | } |
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| 434 | |
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| 435 | void Gametype::spawnDeadPlayersIfRequested() |
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| 436 | { |
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| 437 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 438 | if (it->second.state_ == PlayerState::Dead) |
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| 439 | if (it->first->isReadyToSpawn() || this->bForceSpawn_) |
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| 440 | this->spawnPlayer(it->first); |
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| 441 | } |
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| 442 | |
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| 443 | void Gametype::spawnPlayer(PlayerInfo* player) |
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| 444 | { |
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| 445 | SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); |
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| 446 | if (spawnpoint) |
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| 447 | { |
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| 448 | this->playerPreSpawn(player); |
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| 449 | player->startControl(spawnpoint->spawn()); |
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| 450 | this->players_[player].state_ = PlayerState::Alive; |
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| 451 | |
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| 452 | if(player->isHumanPlayer()) |
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| 453 | this->gtinfo_->playerSpawned(player); |
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| 454 | |
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| 455 | this->playerPostSpawn(player); |
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| 456 | } |
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| 457 | else |
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| 458 | { |
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| 459 | orxout(user_error) << "No SpawnPoints in current Gametype" << endl; |
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| 460 | abort(); |
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| 461 | } |
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| 462 | } |
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| 463 | |
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| 464 | void Gametype::spawnPlayerAsDefaultPawn(PlayerInfo* player) |
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| 465 | { |
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| 466 | SpawnPoint* spawn = this->getBestSpawnPoint(player); |
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| 467 | if (spawn) |
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| 468 | { |
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| 469 | // force spawn at spawnpoint with default pawn |
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| 470 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn->getContext()); |
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| 471 | spawn->spawn(entity); |
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| 472 | player->startControl(entity); |
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| 473 | } |
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| 474 | else |
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| 475 | { |
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| 476 | orxout(user_error) << "No SpawnPoints in current Gametype" << endl; |
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| 477 | abort(); |
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| 478 | } |
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| 479 | } |
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| 480 | |
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| 481 | void Gametype::addBots(unsigned int amount) |
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| 482 | { |
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| 483 | for (unsigned int i = 0; i < amount; ++i) |
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| 484 | this->botclass_.fabricate(this->getContext()); |
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| 485 | } |
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| 486 | |
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| 487 | void Gametype::killBots(unsigned int amount) |
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| 488 | { |
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| 489 | unsigned int i = 0; |
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| 490 | for (ObjectList<Bot>::iterator it = ObjectList<Bot>::begin(); (it != ObjectList<Bot>::end()) && ((amount == 0) || (i < amount)); ) |
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| 491 | { |
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| 492 | if (it->getGametype() == this) |
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| 493 | { |
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| 494 | (it++)->destroy(); |
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| 495 | ++i; |
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| 496 | } |
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| 497 | else |
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| 498 | ++it; |
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| 499 | } |
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| 500 | } |
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| 501 | |
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| 502 | void Gametype::addTime(float t) |
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| 503 | { |
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| 504 | if (this->timeLimit_ == 0) |
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| 505 | this->time_ -= t; |
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| 506 | else |
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| 507 | this->time_ += t; |
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| 508 | } |
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| 509 | |
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| 510 | void Gametype::removeTime(float t) |
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| 511 | { |
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| 512 | if (this->timeLimit_ == 0) |
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| 513 | this->time_ += t; |
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| 514 | else |
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| 515 | this->time_ -= t; |
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| 516 | } |
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| 517 | |
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| 518 | void Gametype::resetTimer() |
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| 519 | { |
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| 520 | this->resetTimer(timeLimit_); |
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| 521 | } |
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| 522 | |
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| 523 | void Gametype::resetTimer(float t) |
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| 524 | { |
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| 525 | this->timeLimit_ = t; |
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| 526 | this->time_ = t; |
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| 527 | } |
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| 528 | |
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| 529 | void Gametype::showMenu() |
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| 530 | { |
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| 531 | GSLevel::startMainMenu(); |
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| 532 | } |
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| 533 | |
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| 534 | GSLevelMementoState* Gametype::exportMementoState() |
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| 535 | { |
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| 536 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 537 | { |
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| 538 | if (it->first->isHumanPlayer() && it->first->getControllableEntity() && it->first->getControllableEntity()->getCamera()) |
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| 539 | { |
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| 540 | Camera* camera = it->first->getControllableEntity()->getCamera(); |
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| 541 | |
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| 542 | GametypeMementoState* state = new GametypeMementoState(); |
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| 543 | state->cameraPosition_ = camera->getWorldPosition(); |
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| 544 | state->cameraOrientation_ = camera->getWorldOrientation(); |
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| 545 | state->sceneName_ = camera->getScene()->getName(); |
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| 546 | return state; |
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| 547 | } |
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| 548 | } |
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| 549 | |
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| 550 | return NULL; |
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| 551 | } |
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| 552 | |
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| 553 | void Gametype::importMementoState(const std::vector<GSLevelMementoState*>& states) |
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| 554 | { |
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| 555 | // find correct memento state |
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| 556 | GametypeMementoState* state = NULL; |
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| 557 | for (size_t i = 0; i < states.size(); ++i) |
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| 558 | { |
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| 559 | state = dynamic_cast<GametypeMementoState*>(states[i]); |
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| 560 | if (state) |
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| 561 | break; |
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| 562 | } |
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| 563 | |
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| 564 | if (!state) |
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| 565 | return; |
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| 566 | |
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| 567 | // find correct scene |
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| 568 | Scene* scene = NULL; |
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| 569 | for (ObjectList<Scene>::iterator it = ObjectList<Scene>::begin(); it != ObjectList<Scene>::end(); ++it) |
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| 570 | { |
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| 571 | if (it->getName() == state->sceneName_) |
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| 572 | { |
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| 573 | scene = *it; |
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| 574 | break; |
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| 575 | } |
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| 576 | } |
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| 577 | |
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| 578 | if (!scene) |
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| 579 | { |
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| 580 | orxout(internal_warning) << "Could not find scene with name " << state->sceneName_ << endl; |
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| 581 | return; |
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| 582 | } |
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| 583 | |
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| 584 | // find correct player and assign default entity with original position & orientation |
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| 585 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 586 | { |
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| 587 | if (it->first->isHumanPlayer()) |
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| 588 | { |
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| 589 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(scene->getContext()); |
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| 590 | entity->setPosition(state->cameraPosition_); |
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| 591 | entity->setOrientation(state->cameraOrientation_); |
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| 592 | it->first->startControl(entity); |
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| 593 | break; |
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| 594 | } |
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| 595 | } |
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| 596 | } |
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| 597 | } |
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