/* * 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 "objects/infos/PlayerInfo.h" #include "objects/worldentities/pawns/Spectator.h" #include "objects/worldentities/SpawnPoint.h" #include "network/Host.h" namespace orxonox { CreateUnloadableFactory(Gametype); Gametype::Gametype(BaseObject* creator) : BaseObject(creator) { RegisterObject(Gametype); this->defaultControllableEntity_ = Class(Spectator); this->bStarted_ = false; this->bEnded_ = false; this->bAutoStart_ = false; this->bForceSpawn_ = false; this->initialStartCountdown_ = 3; this->startCountdown_ = 0; this->bStartCountdownRunning_ = false; } void Gametype::tick(float dt) { if (this->bStartCountdownRunning_ && !this->bStarted_) this->startCountdown_ -= dt; if (!this->bStarted_) this->checkStart(); else this->spawnDeadPlayersIfRequested(); this->assignDefaultPawnsIfNeeded(); } void Gametype::start() { COUT(0) << "game started" << std::endl; this->bStarted_ = true; this->spawnPlayersIfRequested(); } void Gametype::end() { COUT(0) << "game ended" << std::endl; this->bEnded_ = true; } void Gametype::playerEntered(PlayerInfo* player) { this->players_[player] = PlayerState::Joined; std::string message = player->getName() + " entered the game"; COUT(0) << message << std::endl; Host::Broadcast(message); } void Gametype::playerLeft(PlayerInfo* player) { std::map::iterator it = this->players_.find(player); if (it != this->players_.end()) { this->players_.erase(it); std::string message = player->getName() + " left the game"; COUT(0) << message << std::endl; Host::Broadcast(message); } } void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) { } void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) { } void Gametype::playerChangedName(PlayerInfo* player) { if (this->players_.find(player) != this->players_.end()) { if (player->getName() != player->getOldName()) { std::string message = player->getOldName() + " changed name to " + player->getName(); COUT(0) << message << std::endl; Host::Broadcast(message); } } } void Gametype::pawnPreSpawn(Pawn* pawn) { } void Gametype::pawnPostSpawn(Pawn* pawn) { } void Gametype::pawnKilled(Pawn* victim, Pawn* killer) { } void Gametype::playerScored(PlayerInfo* player) { } SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const { if (this->spawnpoints_.size() > 0) { srand(time(0)); rnd(); 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->first->isReadyToSpawn() || !this->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 = PlayerState::Dead; } else { COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; abort(); } } } } void Gametype::checkStart() { if (!this->bStarted_) { if (this->bStartCountdownRunning_) { if (this->startCountdown_ <= 0) { this->bStartCountdownRunning_ = false; this->startCountdown_ = 0; this->start(); } } else if (this->players_.size() > 0) { if (this->bAutoStart_) { this->start(); } else { bool allplayersready = true; for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) { if (!it->first->isReadyToSpawn()) allplayersready = false; } if (allplayersready) { this->startCountdown_ = this->initialStartCountdown_; this->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 == PlayerState::Dead) if (it->first->isReadyToSpawn() || this->bForceSpawn_) this->spawnPlayer(it->first); } void Gametype::spawnPlayer(PlayerInfo* player) { SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); if (spawnpoint) { player->startControl(spawnpoint->spawn()); this->players_[player] = PlayerState::Alive; } else { COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl; abort(); } } }