/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "Gametype.h" #include #include #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/Template.h" #include "core/Core.h" #include "overlays/OverlayGroup.h" #include "objects/infos/PlayerInfo.h" #include "objects/infos/Bot.h" #include "objects/worldentities/pawns/Spectator.h" #include "objects/worldentities/SpawnPoint.h" #include "objects/worldentities/Camera.h" namespace orxonox { CreateUnloadableFactory(Gametype); Gametype::Gametype(BaseObject* creator) : BaseObject(creator), gtinfo_(creator) { RegisterObject(Gametype); this->setGametype(this); this->defaultControllableEntity_ = Class(Spectator); this->bAutoStart_ = false; this->bForceSpawn_ = false; this->numberOfBots_ = 0; this->initialStartCountdown_ = 3; this->setConfigValues(); // load the corresponding score board if (Core::showsGraphics() && this->scoreboardTemplate_ != "") { this->scoreboard_ = new OverlayGroup(this); this->scoreboard_->addTemplate(this->scoreboardTemplate_); this->scoreboard_->setGametype(this); } else this->scoreboard_ = 0; } void Gametype::setConfigValues() { SetConfigValue(initialStartCountdown_, 3.0f); SetConfigValue(bAutoStart_, false); SetConfigValue(bForceSpawn_, false); SetConfigValue(numberOfBots_, 0); SetConfigValue(scoreboardTemplate_, "defaultScoreboard"); } void Gametype::tick(float dt) { SUPER(Gametype, tick, dt); if (this->gtinfo_.bStartCountdownRunning_ && !this->gtinfo_.bStarted_) this->gtinfo_.startCountdown_ -= dt; if (!this->gtinfo_.bStarted_) this->checkStart(); else this->spawnDeadPlayersIfRequested(); this->assignDefaultPawnsIfNeeded(); } void Gametype::start() { this->addBots(this->numberOfBots_); this->gtinfo_.bStarted_ = true; this->spawnPlayersIfRequested(); } void Gametype::end() { this->gtinfo_.bEnded_ = true; } void Gametype::playerEntered(PlayerInfo* player) { this->players_[player].state_ = PlayerState::Joined; } bool Gametype::playerLeft(PlayerInfo* player) { std::map::iterator it = this->players_.find(player); if (it != this->players_.end()) { this->players_.erase(it); return true; } return false; } void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) { } void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) { } bool Gametype::playerChangedName(PlayerInfo* player) { if (this->players_.find(player) != this->players_.end()) { if (player->getName() != player->getOldName()) { return true; } } return false; } void Gametype::pawnPreSpawn(Pawn* pawn) { } void Gametype::pawnPostSpawn(Pawn* pawn) { } void Gametype::playerPreSpawn(PlayerInfo* player) { } void Gametype::playerPostSpawn(PlayerInfo* player) { } void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) { } void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) { } bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator) { return true; } bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator) { return true; } bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator) { return true; } void Gametype::pawnKilled(Pawn* victim, Pawn* killer) { if (victim && victim->getPlayer()) { std::map::iterator it = this->players_.find(victim->getPlayer()); if (it != this->players_.end()) { it->second.state_ = PlayerState::Dead; it->second.killed_++; // Reward killer if (killer) { std::map::iterator itKiller = this->players_.find(killer->getPlayer()); if (itKiller != this->players_.end()) { this->playerScored(itKiller->second); } else COUT(2) << "Warning: Killing Pawn was not in the playerlist" << std::endl; } ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getCreator()); if (victim->getCamera()) { entity->setPosition(victim->getCamera()->getWorldPosition()); entity->setOrientation(victim->getCamera()->getWorldOrientation()); } else { entity->setPosition(victim->getWorldPosition()); entity->setOrientation(victim->getWorldOrientation()); } it->first->startControl(entity); } else COUT(2) << "Warning: Killed Pawn was not in the playerlist" << std::endl; } } void Gametype::playerScored(Player& player) { player.frags_++; } SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const { if (this->spawnpoints_.size() > 0) { unsigned int randomspawn = (unsigned int)rnd(this->spawnpoints_.size()); unsigned int index = 0; for (std::set::const_iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); ++it) { if (index == randomspawn) return (*it); ++index; } } return 0; } void Gametype::assignDefaultPawnsIfNeeded() { for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) { if (!it->first->getControllableEntity()) { it->second.state_ = PlayerState::Dead; if (!it->first->isReadyToSpawn() || !this->gtinfo_.bStarted_) { SpawnPoint* spawn = this->getBestSpawnPoint(it->first); if (spawn) { // force spawn at spawnpoint with default pawn ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn); spawn->spawn(entity); it->first->startControl(entity); it->second.state_ = PlayerState::Dead; } else { COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; abort(); } } } } } void Gametype::checkStart() { if (!this->gtinfo_.bStarted_) { if (this->gtinfo_.bStartCountdownRunning_) { if (this->gtinfo_.startCountdown_ <= 0) { this->gtinfo_.bStartCountdownRunning_ = false; this->gtinfo_.startCountdown_ = 0; this->start(); } } else if (this->players_.size() > 0) { if (this->bAutoStart_) { this->start(); } else { bool allplayersready = true; bool hashumanplayers = false; for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) { if (!it->first->isReadyToSpawn()) allplayersready = false; if (it->first->isHumanPlayer()) hashumanplayers = true; } if (allplayersready && hashumanplayers) { this->gtinfo_.startCountdown_ = this->initialStartCountdown_; this->gtinfo_.bStartCountdownRunning_ = true; } } } } } void Gametype::spawnPlayersIfRequested() { for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) if (it->first->isReadyToSpawn() || this->bForceSpawn_) this->spawnPlayer(it->first); } void Gametype::spawnDeadPlayersIfRequested() { for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) if (it->second.state_ == PlayerState::Dead) if (it->first->isReadyToSpawn() || this->bForceSpawn_) this->spawnPlayer(it->first); } void Gametype::spawnPlayer(PlayerInfo* player) { SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); if (spawnpoint) { this->playerPreSpawn(player); player->startControl(spawnpoint->spawn()); this->players_[player].state_ = PlayerState::Alive; this->playerPostSpawn(player); } else { COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; abort(); } } void Gametype::addBots(unsigned int amount) { for (unsigned int i = 0; i < amount; ++i) new Bot(this); } void Gametype::killBots(unsigned int amount) { unsigned int i = 0; for (ObjectList::iterator it = ObjectList::begin(); (it != ObjectList::end()) && ((amount == 0) || (i < amount)); ) { if (it->getGametype() == this) { delete (*(it++)); ++i; } } } }