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) : Deathmatch(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=15.0f; |
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49 | this->respawnDelay=4.0f; |
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50 | this->bNoPunishment=false; |
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51 | this->bHardPunishment=false; |
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52 | this->punishDamageRate=0.4f; |
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53 | this->setHUDTemplate("LastmanstandingHUD"); |
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54 | } |
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55 | |
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56 | void LastManStanding::spawnDeadPlayersIfRequested() |
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57 | { |
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58 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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59 | if (it->second.state_ == PlayerState::Dead) |
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60 | { |
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61 | bool alive = (0<playerLives_[it->first]&&(inGame_[it->first])); |
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62 | if (alive&&(it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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63 | { |
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64 | this->spawnPlayer(it->first); |
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65 | } |
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66 | else if (0>=playerLives_[it->first]) |
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67 | { |
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68 | if (it->first->getClientID()== CLIENTID_UNKNOWN) |
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69 | continue; |
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70 | const std::string& message2 = "You have lost all " +multi_cast<std::string>(lives)+ " lives." ; |
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71 | this->gtinfo_->sendFadingMessage(message2,it->first->getClientID()); |
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72 | } |
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73 | } |
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74 | } |
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75 | |
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76 | |
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77 | void LastManStanding::setConfigValues() |
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78 | { |
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79 | SetConfigValue(lives, 4); |
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80 | SetConfigValue(timeRemaining, 15.0f); |
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81 | SetConfigValue(respawnDelay, 4.0f); |
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82 | SetConfigValue(bNoPunishment, false); |
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83 | SetConfigValue(bHardPunishment, false); |
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84 | } |
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85 | |
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86 | bool LastManStanding::allowPawnDamage(Pawn* victim, Pawn* originator) |
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87 | { |
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88 | if (originator && originator->getPlayer())// only for safety |
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89 | { |
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90 | this->timeToAct_[originator->getPlayer()]=timeRemaining; |
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91 | |
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92 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(originator->getPlayer()); |
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93 | if (it != this->players_.end()) |
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94 | { |
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95 | if (it->first->getClientID()== CLIENTID_UNKNOWN) |
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96 | return true; |
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97 | const std::string& message = ""; // resets Camper-Warning-message |
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98 | this->gtinfo_->sendFadingMessage(message,it->first->getClientID()); |
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99 | } |
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100 | } |
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101 | return true; |
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102 | } |
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103 | |
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104 | bool LastManStanding::allowPawnDeath(Pawn* victim, Pawn* originator) |
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105 | { |
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106 | if (!victim||!victim->getPlayer())// only for safety |
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107 | return true; |
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108 | playerLives_[victim->getPlayer()]=playerLives_[victim->getPlayer()]-1; |
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109 | this->inGame_[victim->getPlayer()]=false;//if player dies he, isn't allowed to respawn immediately |
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110 | if (playerLives_[victim->getPlayer()]<=0)//if player lost all lives |
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111 | { |
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112 | this->playersAlive--; |
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113 | const std::string& message = victim->getPlayer()->getName() + " has lost all lives"; |
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114 | COUT(0) << message << std::endl; |
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115 | Host::Broadcast(message); |
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116 | } |
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117 | return true; |
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118 | } |
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119 | |
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120 | int LastManStanding::getMinLives() |
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121 | { |
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122 | int min=lives; |
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123 | for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it) |
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124 | { |
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125 | if (it->second<=0) |
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126 | continue; |
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127 | if (it->second<lives) |
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128 | min=it->second; |
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129 | } |
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130 | return min; |
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131 | } |
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132 | |
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133 | void LastManStanding::end() |
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134 | { |
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135 | Gametype::end(); |
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136 | |
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137 | for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it) |
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138 | { |
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139 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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140 | continue; |
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141 | |
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142 | if (it->second > 0) |
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143 | this->gtinfo_->sendAnnounceMessage("You have won the match!", it->first->getClientID()); |
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144 | else |
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145 | this->gtinfo_->sendAnnounceMessage("You have lost the match!", it->first->getClientID()); |
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146 | } |
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147 | } |
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148 | |
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149 | |
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150 | void LastManStanding::playerEntered(PlayerInfo* player) |
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151 | { |
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152 | if (!player)// only for safety |
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153 | return; |
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154 | Deathmatch::playerEntered(player); |
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155 | if (playersAlive<=1) |
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156 | playerLives_[player]=lives; |
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157 | else |
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158 | playerLives_[player]=getMinLives();//new players only get minimum of lives |
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159 | this->playersAlive++; |
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160 | this->timeToAct_[player]=timeRemaining; |
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161 | this->playerDelayTime_[player]=respawnDelay; |
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162 | this->inGame_[player]=true; |
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163 | //Update: EachPlayer's "Players in Game"-HUD |
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164 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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165 | { |
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166 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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167 | continue; |
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168 | const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive); |
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169 | this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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170 | } |
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171 | } |
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172 | |
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173 | bool LastManStanding::playerLeft(PlayerInfo* player) |
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174 | { |
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175 | bool valid_player = Deathmatch::playerLeft(player); |
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176 | if (valid_player) |
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177 | { |
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178 | this->playersAlive--; |
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179 | this->playerLives_.erase (player); |
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180 | this->playerDelayTime_.erase (player); |
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181 | this->inGame_.erase (player); |
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182 | //Update: EachPlayer's "Players in Game"-HUD |
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183 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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184 | { |
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185 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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186 | continue; |
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187 | const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive); |
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188 | this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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189 | } |
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190 | } |
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191 | |
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192 | return valid_player; |
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193 | } |
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194 | |
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195 | void LastManStanding::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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196 | { |
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197 | if (!player) |
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198 | return; |
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199 | this->timeToAct_[player]=timeRemaining+3.0f+respawnDelay;//reset timer |
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200 | this->playerDelayTime_[player]=respawnDelay; |
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201 | //Update: Individual Players "lifes"-HUD |
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202 | std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(player); |
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203 | if (it2 != this->players_.end()) |
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204 | { |
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205 | if (it2->first->getClientID()== CLIENTID_UNKNOWN) |
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206 | return; |
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207 | const std::string& message = "Your Lives: " +multi_cast<std::string>(playerLives_[player]); |
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208 | this->gtinfo_->sendFadingMessage(message,it2->first->getClientID()); |
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209 | const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive); |
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210 | this->gtinfo_->sendStaticMessage(message1,it2->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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211 | } |
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212 | } |
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213 | |
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214 | void LastManStanding::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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215 | { |
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216 | //Update: EachPlayer's "Players in Game"-HUD |
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217 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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218 | { |
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219 | if (it->first->getClientID() == CLIENTID_UNKNOWN) |
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220 | continue; |
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221 | const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive); |
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222 | this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f)); |
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223 | } |
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224 | } |
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225 | |
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226 | const int LastManStanding::playerGetLives(PlayerInfo* player) |
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227 | { |
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228 | if (player) |
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229 | return playerLives_[player]; |
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230 | else |
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231 | return 0; |
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232 | } |
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233 | |
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234 | void LastManStanding::punishPlayer(PlayerInfo* player) |
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235 | { |
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236 | if(!player) |
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237 | return; |
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238 | if(bNoPunishment) |
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239 | return; |
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240 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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241 | if (it != this->players_.end()) |
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242 | { |
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243 | if(!player->getControllableEntity()) |
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244 | return; |
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245 | Pawn* pawn = dynamic_cast<Pawn*>(player->getControllableEntity()); |
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246 | if(!pawn) |
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247 | return; |
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248 | if(bHardPunishment) |
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249 | { |
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250 | pawn->kill(); |
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251 | this->timeToAct_[player]=timeRemaining+3.0f+respawnDelay;//reset timer |
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252 | } |
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253 | else |
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254 | { |
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255 | float damage=pawn->getMaxHealth()*punishDamageRate*0.5;//TODO: Factor 0.5 is hard coded. Where is the ratio between MaxHealth actually defined? |
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256 | pawn->removeHealth(damage); |
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257 | this->timeToAct_[player]=timeRemaining;//reset timer |
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258 | } |
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259 | } |
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260 | } |
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261 | |
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262 | void LastManStanding::tick(float dt) |
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263 | { |
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264 | SUPER(LastManStanding, tick, dt); |
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265 | if(this->hasStarted()&&(!this->hasEnded())) |
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266 | { |
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267 | if ((this->hasStarted()&&(playersAlive<=1)))//last player remaining |
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268 | { |
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269 | this->end(); |
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270 | } |
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271 | for (std::map<PlayerInfo*, float>::iterator it = this->timeToAct_.begin(); it != this->timeToAct_.end(); ++it) |
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272 | { |
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273 | if (playerGetLives(it->first)<=0)//Players without lives shouldn't be affected by time. |
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274 | continue; |
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275 | it->second-=dt;//Decreases punishment time. |
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276 | if (!inGame_[it->first])//Manages respawn delay - player is forced to respawn after the delaytime is used up. |
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277 | { |
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278 | playerDelayTime_[it->first]-=dt; |
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279 | if (playerDelayTime_[it->first]<=0) |
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280 | this->inGame_[it->first]=true; |
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281 | |
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282 | if (it->first->getClientID()== CLIENTID_UNKNOWN) |
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283 | continue; |
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284 | int output=1+playerDelayTime_[it->first]; |
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285 | const std::string& message = "Respawn in " +multi_cast<std::string>(output)+ " seconds." ;//Countdown |
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286 | this->gtinfo_->sendFadingMessage(message,it->first->getClientID()); |
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287 | } |
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288 | else if (it->second<0.0f) |
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289 | { |
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290 | it->second=timeRemaining+3.0f;//reset punishment-timer |
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291 | if (playerGetLives(it->first)>0) |
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292 | { |
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293 | this->punishPlayer(it->first); |
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294 | if (it->first->getClientID()== CLIENTID_UNKNOWN) |
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295 | return; |
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296 | const std::string& message = ""; // resets Camper-Warning-message |
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297 | this->gtinfo_->sendFadingMessage(message,it->first->getClientID()); |
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298 | } |
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299 | } |
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300 | else if (it->second<timeRemaining/5)//Warning message |
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301 | { |
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302 | if (it->first->getClientID()== CLIENTID_UNKNOWN) |
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303 | continue; |
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304 | const std::string& message = "Camper Warning! Don't forget to shoot."; |
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305 | this->gtinfo_->sendFadingMessage(message,it->first->getClientID()); |
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306 | } |
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307 | } |
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308 | } |
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309 | } |
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310 | |
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311 | } |
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