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source: code/branches/presentation2012merge/src/orxonox/gametypes/Gametype.cc @ 9341

Last change on this file since 9341 was 9341, checked in by jo, 12 years ago

Corrected getNumberOfPlayers().

  • Property svn:eol-style set to native
File size: 16.0 KB
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[2072]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Gametype.h"
30
[3196]31#include "util/Math.h"
[8079]32#include "core/Core.h"
[2072]33#include "core/CoreIncludes.h"
[2662]34#include "core/ConfigValueIncludes.h"
[2896]35#include "core/GameMode.h"
[7284]36#include "core/command/ConsoleCommand.h"
[3196]37
[5735]38#include "infos/PlayerInfo.h"
39#include "infos/Bot.h"
[5737]40#include "graphics/Camera.h"
[5735]41#include "worldentities/ControllableEntity.h"
42#include "worldentities/SpawnPoint.h"
43#include "worldentities/pawns/Spectator.h"
44#include "worldentities/pawns/Pawn.h"
[3196]45#include "overlays/OverlayGroup.h"
[2072]46
47namespace orxonox
48{
49    CreateUnloadableFactory(Gametype);
50
[5929]51    Gametype::Gametype(BaseObject* creator) : BaseObject(creator)
[2072]52    {
53        RegisterObject(Gametype);
[6417]54
[5929]55        this->gtinfo_ = new GametypeInfo(creator);
[2072]56
[5929]57        this->setGametype(SmartPtr<Gametype>(this, false));
[2662]58
[2072]59        this->defaultControllableEntity_ = Class(Spectator);
60
61        this->bAutoStart_ = false;
62        this->bForceSpawn_ = false;
[2662]63        this->numberOfBots_ = 0;
[2072]64
[3033]65        this->timeLimit_ = 0;
66        this->time_ = 0;
67        this->timerIsActive_ = false;
68
[2072]69        this->initialStartCountdown_ = 3;
[2662]70
71        this->setConfigValues();
72
73        // load the corresponding score board
[6417]74        if (GameMode::showsGraphics() && !this->scoreboardTemplate_.empty())
[2662]75        {
76            this->scoreboard_ = new OverlayGroup(this);
77            this->scoreboard_->addTemplate(this->scoreboardTemplate_);
78            this->scoreboard_->setGametype(this);
79        }
80        else
81            this->scoreboard_ = 0;
[7801]82
83        /* HACK HACK HACK */
84        this->dedicatedAddBots_ = createConsoleCommand( "dedicatedAddBots", createExecutor( createFunctor(&Gametype::addBots, this) ) );
85        this->dedicatedKillBots_ = createConsoleCommand( "dedicatedKillBots", createExecutor( createFunctor(&Gametype::killBots, this) ) );
86        /* HACK HACK HACK */
[2072]87    }
[6417]88
[5929]89    Gametype::~Gametype()
90    {
91        if (this->isInitialized())
92        {
93            this->gtinfo_->destroy();
[7801]94            if( this->dedicatedAddBots_ )
95                delete this->dedicatedAddBots_;
96            if( this->dedicatedKillBots_ )
97                delete this->dedicatedKillBots_;
[5929]98        }
99    }
[2072]100
[2662]101    void Gametype::setConfigValues()
102    {
103        SetConfigValue(initialStartCountdown_, 3.0f);
104        SetConfigValue(bAutoStart_, false);
105        SetConfigValue(bForceSpawn_, false);
106        SetConfigValue(numberOfBots_, 0);
107        SetConfigValue(scoreboardTemplate_, "defaultScoreboard");
108    }
109
[2072]110    void Gametype::tick(float dt)
111    {
[2662]112        SUPER(Gametype, tick, dt);
[2072]113
[3033]114        //count timer
115        if (timerIsActive_)
116        {
117            if (this->timeLimit_ == 0)
118                this->time_ += dt;
119            else
120                this->time_ -= dt;
121        }
122
[8706]123        if (this->gtinfo_->isStartCountdownRunning() && !this->gtinfo_->hasStarted())
124            this->gtinfo_->countdownStartCountdown(dt);
[9260]125
[8706]126        if (!this->gtinfo_->hasStarted())
127        {
128            for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
129            {
130                // Inform the GametypeInfo that the player is ready to spawn.
131                if(it->first->isHumanPlayer() && it->first->isReadyToSpawn())
132                    this->gtinfo_->playerReadyToSpawn(it->first);
133            }
[9260]134
[2072]135            this->checkStart();
[8706]136        }
137        else if (!this->gtinfo_->hasEnded())
[2171]138            this->spawnDeadPlayersIfRequested();
[2072]139
140        this->assignDefaultPawnsIfNeeded();
141    }
142
143    void Gametype::start()
144    {
[2826]145        this->addBots(this->numberOfBots_);
146
[8706]147        this->gtinfo_->start();
[2072]148
149        this->spawnPlayersIfRequested();
150    }
151
152    void Gametype::end()
153    {
[8706]154        this->gtinfo_->end();
[3033]155
156        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
157        {
158            if (it->first->getControllableEntity())
159            {
160                ControllableEntity* oldentity = it->first->getControllableEntity();
[3038]161
[5929]162                ControllableEntity* entity = this->defaultControllableEntity_.fabricate(oldentity);
[3033]163                if (oldentity->getCamera())
164                {
165                    entity->setPosition(oldentity->getCamera()->getWorldPosition());
166                    entity->setOrientation(oldentity->getCamera()->getWorldOrientation());
167                }
168                else
169                {
170                    entity->setPosition(oldentity->getWorldPosition());
171                    entity->setOrientation(oldentity->getWorldOrientation());
172                }
173
174                it->first->startControl(entity);
175            }
176            else
177                this->spawnPlayerAsDefaultPawn(it->first);
178        }
[2072]179    }
180
181    void Gametype::playerEntered(PlayerInfo* player)
182    {
[2662]183        this->players_[player].state_ = PlayerState::Joined;
[8706]184        this->gtinfo_->playerEntered(player);
[2072]185    }
186
[2826]187    bool Gametype::playerLeft(PlayerInfo* player)
[2072]188    {
[2662]189        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
[2072]190        if (it != this->players_.end())
191        {
192            this->players_.erase(it);
[2826]193            return true;
[2072]194        }
[2826]195        return false;
[2072]196    }
197
198    void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype)
199    {
200    }
201
202    void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype)
203    {
204    }
205
[2826]206    bool Gametype::playerChangedName(PlayerInfo* player)
[2072]207    {
208        if (this->players_.find(player) != this->players_.end())
209        {
210            if (player->getName() != player->getOldName())
211            {
[2826]212                return true;
[2072]213            }
214        }
[2826]215        return false;
[2072]216    }
217
218    void Gametype::pawnPreSpawn(Pawn* pawn)
219    {
220    }
221
222    void Gametype::pawnPostSpawn(Pawn* pawn)
223    {
224    }
225
[2826]226    void Gametype::playerPreSpawn(PlayerInfo* player)
[2072]227    {
[2826]228    }
[2662]229
[2826]230    void Gametype::playerPostSpawn(PlayerInfo* player)
231    {
232    }
[2662]233
[2826]234    void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
235    {
236    }
237
238    void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn)
239    {
240    }
241
242    bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator)
243    {
244        return true;
245    }
246
247    bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator)
248    {
249        return true;
250    }
251
252    bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator)
253    {
254        return true;
255    }
256
257    void Gametype::pawnKilled(Pawn* victim, Pawn* killer)
258    {
[2662]259        if (victim && victim->getPlayer())
260        {
261            std::map<PlayerInfo*, Player>::iterator it = this->players_.find(victim->getPlayer());
262            if (it != this->players_.end())
263            {
264                it->second.state_ = PlayerState::Dead;
265                it->second.killed_++;
266
267                // Reward killer
[3099]268                if (killer && killer->getPlayer())
[2839]269                {
270                    std::map<PlayerInfo*, Player>::iterator it = this->players_.find(killer->getPlayer());
271                    if (it != this->players_.end())
[3099]272                    {
[2839]273                        it->second.frags_++;
[3099]274
[8327]275                        if (killer->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN)
[5929]276                            this->gtinfo_->sendKillMessage("You killed " + victim->getPlayer()->getName(), killer->getPlayer()->getClientID());
[8327]277                        if (victim->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN)
[5929]278                            this->gtinfo_->sendDeathMessage("You were killed by " + killer->getPlayer()->getName(), victim->getPlayer()->getClientID());
[3099]279                    }
[2839]280                }
[2662]281
[8706]282                if(victim->getPlayer()->isHumanPlayer())
283                    this->gtinfo_->pawnKilled(victim->getPlayer());
284
[2662]285                ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getCreator());
286                if (victim->getCamera())
287                {
288                    entity->setPosition(victim->getCamera()->getWorldPosition());
289                    entity->setOrientation(victim->getCamera()->getWorldOrientation());
290                }
291                else
292                {
293                    entity->setPosition(victim->getWorldPosition());
294                    entity->setOrientation(victim->getWorldOrientation());
295                }
296                it->first->startControl(entity);
297            }
298            else
[8858]299                orxout(internal_warning) << "Killed Pawn was not in the playerlist" << endl;
[2662]300        }
[2072]301    }
302
[9339]303    void Gametype::playerScored(PlayerInfo* player, int score)
[2072]304    {
[2826]305        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
306        if (it != this->players_.end())
[9339]307            it->second.frags_ += score;
[2072]308    }
309
[2890]310    int Gametype::getScore(PlayerInfo* player) const
311    {
312        std::map<PlayerInfo*, Player>::const_iterator it = this->players_.find(player);
313        if (it != this->players_.end())
314            return it->second.frags_;
315        else
316            return 0;
317    }
318
[2072]319    SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const
320    {
[8706]321        // If there is at least one SpawnPoint.
[2072]322        if (this->spawnpoints_.size() > 0)
323        {
[8706]324            // Fallback spawn point if there is no active one, choose a random one.
[7163]325            SpawnPoint* fallbackSpawnPoint = NULL;
[3196]326            unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(this->spawnpoints_.size())));
[2072]327            unsigned int index = 0;
[8706]328            std::vector<SpawnPoint*> activeSpawnPoints;
[2072]329            for (std::set<SpawnPoint*>::const_iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); ++it)
330            {
331                if (index == randomspawn)
[7163]332                    fallbackSpawnPoint = (*it);
333
[8706]334                if (*it != NULL && (*it)->isActive())
335                    activeSpawnPoints.push_back(*it);
[7163]336
337                ++index;
338            }
339
[8706]340            if(activeSpawnPoints.size() > 0)
[7163]341            {
[8706]342                randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(activeSpawnPoints.size())));
343                return activeSpawnPoints[randomspawn];
[2072]344            }
[7163]345
[8858]346            orxout(internal_warning) << "Fallback SpawnPoint was used because there were no active SpawnPoints." << endl;
[7163]347            return fallbackSpawnPoint;
[2072]348        }
349        return 0;
350    }
351
[2171]352    void Gametype::assignDefaultPawnsIfNeeded()
[2072]353    {
[2662]354        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
[2072]355        {
[2662]356            if (!it->first->getControllableEntity())
[2072]357            {
[2662]358                it->second.state_ = PlayerState::Dead;
359
[8706]360                if (!it->first->isReadyToSpawn() || !this->gtinfo_->hasStarted())
[2072]361                {
[3033]362                    this->spawnPlayerAsDefaultPawn(it->first);
363                    it->second.state_ = PlayerState::Dead;
[2072]364                }
365            }
366        }
367    }
368
369    void Gametype::checkStart()
370    {
[8706]371        if (!this->gtinfo_->hasStarted())
[2072]372        {
[8706]373            if (this->gtinfo_->isStartCountdownRunning())
[2072]374            {
[8706]375                if (this->gtinfo_->getStartCountdown() <= 0.0f)
[2072]376                {
[8706]377                    this->gtinfo_->stopStartCountdown();
[9016]378                    this->gtinfo_->setStartCountdown(0.0f);
[2072]379                    this->start();
380                }
381            }
382            else if (this->players_.size() > 0)
383            {
384                if (this->bAutoStart_)
385                {
386                    this->start();
387                }
388                else
389                {
390                    bool allplayersready = true;
[2662]391                    bool hashumanplayers = false;
392                    for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
[2072]393                    {
[2171]394                        if (!it->first->isReadyToSpawn())
[2072]395                            allplayersready = false;
[2662]396                        if (it->first->isHumanPlayer())
397                            hashumanplayers = true;
[2072]398                    }
[9260]399
[2662]400                    if (allplayersready && hashumanplayers)
[2072]401                    {
[8079]402                        // If in developer's mode, there is no start countdown.
403                        if(Core::getInstance().inDevMode())
[8706]404                            this->start();
[8079]405                        else
[9261]406                        {
[8706]407                            this->gtinfo_->setStartCountdown(this->initialStartCountdown_);
[9261]408                            this->gtinfo_->startStartCountdown();
409                        }
[2072]410                    }
411                }
412            }
413        }
414    }
415
416    void Gametype::spawnPlayersIfRequested()
417    {
[2662]418        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
[8706]419        {
[2171]420            if (it->first->isReadyToSpawn() || this->bForceSpawn_)
421                this->spawnPlayer(it->first);
[8706]422        }
[2072]423    }
424
425    void Gametype::spawnDeadPlayersIfRequested()
426    {
[2662]427        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
428            if (it->second.state_ == PlayerState::Dead)
[2171]429                if (it->first->isReadyToSpawn() || this->bForceSpawn_)
430                    this->spawnPlayer(it->first);
[2072]431    }
432
433    void Gametype::spawnPlayer(PlayerInfo* player)
434    {
435        SpawnPoint* spawnpoint = this->getBestSpawnPoint(player);
436        if (spawnpoint)
437        {
[2826]438            this->playerPreSpawn(player);
[2072]439            player->startControl(spawnpoint->spawn());
[2662]440            this->players_[player].state_ = PlayerState::Alive;
[8706]441
442            if(player->isHumanPlayer())
443                this->gtinfo_->playerSpawned(player);
[9016]444
[2826]445            this->playerPostSpawn(player);
[2072]446        }
447        else
448        {
[8858]449            orxout(user_error) << "No SpawnPoints in current Gametype" << endl;
[2072]450            abort();
451        }
452    }
[2662]453
[3033]454    void Gametype::spawnPlayerAsDefaultPawn(PlayerInfo* player)
455    {
456        SpawnPoint* spawn = this->getBestSpawnPoint(player);
457        if (spawn)
458        {
459            // force spawn at spawnpoint with default pawn
460            ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn);
461            spawn->spawn(entity);
462            player->startControl(entity);
463        }
464        else
465        {
[8858]466            orxout(user_error) << "No SpawnPoints in current Gametype" << endl;
[3033]467            abort();
468        }
469    }
470
[2662]471    void Gametype::addBots(unsigned int amount)
472    {
473        for (unsigned int i = 0; i < amount; ++i)
[2839]474            this->botclass_.fabricate(this);
[2662]475    }
476
477    void Gametype::killBots(unsigned int amount)
478    {
479        unsigned int i = 0;
480        for (ObjectList<Bot>::iterator it = ObjectList<Bot>::begin(); (it != ObjectList<Bot>::end()) && ((amount == 0) || (i < amount)); )
481        {
482            if (it->getGametype() == this)
483            {
[5929]484                (it++)->destroy();
[2662]485                ++i;
486            }
[5929]487            else
488                ++it;
[2662]489        }
490    }
[3033]491
492    void Gametype::addTime(float t)
[3038]493    {
[3033]494        if (this->timeLimit_ == 0)
495          this->time_ -= t;
496        else
497          this->time_ += t;
498    }
499
500    void Gametype::removeTime(float t)
[3038]501    {
[3033]502        if (this->timeLimit_ == 0)
503          this->time_ += t;
504        else
505          this->time_ -= t;
506    }
507
508    void Gametype::resetTimer()
[3038]509    {
[3033]510        this->resetTimer(timeLimit_);
511    }
512
513    void Gametype::resetTimer(float t)
[3038]514    {
[3033]515        this->timeLimit_ = t;
516        this->time_ = t;
517    }
[2072]518}
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