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 | * Johannes Ritz |
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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 "LastManStanding.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "network/Host.h" |
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33 | #include "infos/PlayerInfo.h" |
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34 | #include "worldentities/pawns/Pawn.h" |
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35 | #include "core/ConfigValueIncludes.h" |
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36 | #include "util/Convert.h" |
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37 | |
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38 | namespace orxonox |
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39 | { |
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40 | CreateUnloadableFactory(LastManStanding); |
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41 | |
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42 | LastManStanding::LastManStanding(BaseObject* creator) : Gametype(creator) |
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43 | { |
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44 | RegisterObject(LastManStanding); |
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45 | this->bForceSpawn_=true; |
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46 | this->lives=4; |
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47 | this->playersAlive=0; |
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48 | this->timeRemaining=20.0f; |
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49 | this->setHUDTemplate("LastmanstandingHUD"); |
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50 | } |
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51 | |
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52 | void LastManStanding::spawnDeadPlayersIfRequested() |
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53 | { |
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54 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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55 | if (it->second.state_ == PlayerState::Dead) |
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56 | { |
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57 | bool alive = (0<playerLives_[it->first]); |
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58 | if (alive&&(it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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59 | this->spawnPlayer(it->first); |
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60 | } |
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61 | } |
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62 | |
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63 | |
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64 | void LastManStanding::setConfigValues() |
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65 | { |
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66 | SetConfigValue(lives, 4); |
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67 | SetConfigValue(timeRemaining, 20.0f); |
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68 | } |
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69 | |
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70 | bool LastManStanding::allowPawnDamage(Pawn* victim, Pawn* originator) |
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71 | { |
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72 | if (originator && originator->getPlayer())// only for safety |
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73 | { |
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74 | this->timeToAct_[originator->getPlayer()]=timeRemaining; |
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75 | } |
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76 | |
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77 | return true; |
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78 | } |
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79 | |
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80 | bool LastManStanding::allowPawnDeath(Pawn* victim, Pawn* originator) |
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81 | { |
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82 | if (!victim||!victim->getPlayer())// only for safety |
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83 | return true; |
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84 | playerLives_[victim->getPlayer()]=playerLives_[victim->getPlayer()]-1; |
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85 | if (playerLives_[victim->getPlayer()]<=0)//if player lost all lives |
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86 | { |
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87 | this->playersAlive--; |
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88 | const std::string& message = victim->getPlayer()->getName() + " has lost all lives"; |
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89 | COUT(0) << message << std::endl; |
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90 | Host::Broadcast(message); |
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91 | } |
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92 | return true; |
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93 | } |
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94 | |
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95 | void LastManStanding::start() |
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96 | { |
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97 | Gametype::start(); |
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98 | |
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99 | std::string message("Try to survive!"); |
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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 LastManStanding::end() |
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105 | { |
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106 | Gametype::end(); |
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107 | |
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108 | for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it) |
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109 | { |
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110 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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111 | continue; |
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112 | |
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113 | if (it->second > 0) |
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114 | this->gtinfo_->sendAnnounceMessage("You have won the match!", it->first->getClientID()); |
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115 | else |
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116 | this->gtinfo_->sendAnnounceMessage("You have lost the match!", it->first->getClientID()); |
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117 | } |
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118 | } |
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119 | |
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120 | void LastManStanding::playerEntered(PlayerInfo* player) |
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121 | { |
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122 | if (!player)// only for safety |
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123 | return; |
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124 | Gametype::playerEntered(player); |
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125 | |
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126 | playerLives_[player]=lives; |
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127 | this->playersAlive++; |
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128 | this->timeToAct_[player]=timeRemaining; |
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129 | const std::string& message = player->getName() + " entered the game"; |
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130 | COUT(0) << message << std::endl; |
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131 | Host::Broadcast(message); |
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132 | //Update: EachPlayer's "Players in Game"-HUD |
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133 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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134 | { |
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135 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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136 | continue; |
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137 | const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive); |
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138 | this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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139 | } |
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140 | |
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141 | } |
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142 | |
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143 | bool LastManStanding::playerLeft(PlayerInfo* player) |
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144 | { |
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145 | bool valid_player = Gametype::playerLeft(player); |
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146 | |
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147 | if (valid_player) |
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148 | { |
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149 | this->playersAlive--; |
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150 | //this->playerLives_[player].erase (player); not necessary? |
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151 | // |
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152 | const std::string& message = player->getName() + " left the game"; |
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153 | COUT(0) << message << std::endl; |
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154 | Host::Broadcast(message); |
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155 | //Update: EachPlayer's "Players in Game"-HUD |
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156 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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157 | { |
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158 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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159 | continue; |
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160 | const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive); |
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161 | this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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162 | } |
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163 | } |
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164 | |
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165 | return valid_player; |
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166 | } |
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167 | |
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168 | bool LastManStanding::playerChangedName(PlayerInfo* player) |
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169 | { |
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170 | bool valid_player = Gametype::playerChangedName(player); |
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171 | |
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172 | if (valid_player) |
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173 | { |
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174 | const std::string& message = player->getOldName() + " changed name to " + player->getName(); |
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175 | COUT(0) << message << std::endl; |
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176 | Host::Broadcast(message); |
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177 | } |
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178 | |
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179 | return valid_player; |
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180 | } |
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181 | |
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182 | void LastManStanding::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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183 | { |
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184 | if (!player) |
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185 | return; |
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186 | //Update: Individual Players "lifes"-HUD |
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187 | std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(player); |
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188 | if (it2 != this->players_.end()) |
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189 | { |
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190 | const std::string& message = "Your Lives: " +multi_cast<std::string>(playerLives_[player]); |
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191 | this->gtinfo_->sendFadingMessage(message,it2->first->getClientID()); |
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192 | |
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193 | } |
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194 | } |
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195 | |
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196 | void LastManStanding::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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197 | { |
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198 | //Update: EachPlayer's "Players in Game"-HUD |
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199 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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200 | { |
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201 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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202 | continue; |
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203 | const std::string& message1 = "Remaining Players : "+ multi_cast<std::string>(playersAlive); |
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204 | this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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205 | } |
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206 | |
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207 | } |
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208 | |
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209 | void LastManStanding::pawnKilled(Pawn* victim, Pawn* killer) |
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210 | { |
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211 | if (victim && victim->getPlayer()) |
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212 | { |
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213 | std::string message; |
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214 | if (killer) |
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215 | { |
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216 | if (killer->getPlayer()) |
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217 | message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); |
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218 | else |
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219 | message = victim->getPlayer()->getName() + " was killed"; |
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220 | } |
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221 | else |
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222 | message = victim->getPlayer()->getName() + " died"; |
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223 | |
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224 | COUT(0) << message << std::endl; |
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225 | Host::Broadcast(message); |
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226 | } |
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227 | |
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228 | Gametype::pawnKilled(victim, killer); |
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229 | } |
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230 | |
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231 | const int LastManStanding::playerGetLives(PlayerInfo* player) |
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232 | { |
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233 | if (player) |
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234 | return playerLives_[player]; |
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235 | else |
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236 | return 0; |
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237 | } |
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238 | /*BUG-Description: |
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239 | *There are two ways for a player to be killed: Either receiving damage, or through the following function. |
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240 | *The function works fine - until the last call, when a player looses his last live. Than the kill part |
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241 | *(it->second.state_ = PlayerState::Dead;) somehow isn't executed: |
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242 | *The player isn't killed (he doesn't leave play). Although the corresponding code is reached. |
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243 | * |
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244 | *How to reproduce this bug: Start a new Lastmanstanding-Match. Immdiately add 8 bots(before actually entering the level). |
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245 | *Just fly around and wait. Don't shoot, since only passive behaviour triggers the killPlayer-Function. |
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246 | */ |
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247 | void LastManStanding::killPlayer(PlayerInfo* player) |
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248 | { |
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249 | if(!player) |
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250 | return; |
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251 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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252 | if (it != this->players_.end()) |
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253 | { |
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254 | if (playerLives_[player]<=1)//if player lost all lives |
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255 | { |
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256 | this->playersAlive--; |
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257 | const std::string& message = player->getName() + " is out"; |
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258 | COUT(0) << message << std::endl; |
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259 | Host::Broadcast(message); |
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260 | playerLives_[player]=playerLives_[player]-1;//-----------datapart |
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261 | it->second.killed_++; |
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262 | it->second.state_ = PlayerState::Dead;//-------------killpart |
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263 | } |
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264 | else |
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265 | { |
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266 | playerLives_[player]=playerLives_[player]-1;//-----------datapart |
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267 | it->second.killed_++; |
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268 | it->second.state_ = PlayerState::Dead;//-------------killpart |
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269 | |
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270 | this->timeToAct_[player]=timeRemaining+3.0f;//reset timer |
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271 | } |
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272 | |
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273 | } |
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274 | } |
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275 | |
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276 | void LastManStanding::tick(float dt) |
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277 | { |
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278 | SUPER(LastManStanding, tick, dt); |
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279 | if(!this->hasEnded()) |
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280 | { |
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281 | if ((this->hasStarted()&&(playersAlive==1)))//last player remaining |
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282 | { |
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283 | this->end(); |
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284 | } |
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285 | for (std::map<PlayerInfo*, float>::iterator it = this->timeToAct_.begin(); it != this->timeToAct_.end(); ++it) |
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286 | { |
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287 | it->second-=dt; |
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288 | if (it->second<0.0f) |
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289 | { |
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290 | it->second=timeRemaining+3.0f;//reset timer |
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291 | if (playerGetLives(it->first)>0) |
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292 | this->killPlayer(it->first); |
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293 | } |
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294 | } |
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295 | } |
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296 | } |
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297 | |
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298 | } |
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