Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/presentation2012merge/src/orxonox/gametypes/TeamGametype.cc @ 9339

Last change on this file since 9339 was 9286, checked in by jo, 12 years ago

Merged pCuts branch.

  • Property svn:eol-style set to native
File size: 11.4 KB
Line 
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 *      Johannes Ritz
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "TeamGametype.h"
30
31#include "core/CoreIncludes.h"
32#include "core/ConfigValueIncludes.h"
33#include "infos/PlayerInfo.h"
34#include "interfaces/TeamColourable.h"
35#include "worldentities/TeamSpawnPoint.h"
36#include "worldentities/pawns/Pawn.h"
37#include "worldentities/ControllableEntity.h"
38#include "controllers/ArtificialController.h"
39
40namespace orxonox
41{
42    CreateUnloadableFactory(TeamGametype);
43
44    TeamGametype::TeamGametype(BaseObject* creator) : Gametype(creator)
45    {
46        RegisterObject(TeamGametype);
47
48        this->teams_ = 2; //most team gametypes use two different teams
49        this->allowFriendlyFire_ = false;
50        //this->playersPerTeam_ = 0;
51        this->maxPlayers_ = 0; //Value "0": no limit is set.
52        this->setConfigValues();
53    }
54
55    void TeamGametype::setConfigValues()
56    {
57        SetConfigValue(teams_, 2);
58
59        static ColourValue colours[] =
60        {
61            ColourValue(0.2f, 0.2f, 1.0f),
62            ColourValue(1.0f, 0.1f, 0.1f),
63            ColourValue(0.3f, 1.0f, 0.3f),
64            ColourValue(1.0f, 1.0f, 0.0f),
65            ColourValue(0.0f, 1.0f, 1.0f),
66            ColourValue(1.0f, 0.0f, 1.0f),
67            ColourValue(7.0f, 7.0f, 7.0f),
68            ColourValue(2.0f, 2.0f, 2.0f)
69        };
70        static std::vector<ColourValue> defaultcolours(colours, colours + sizeof(colours) / sizeof(ColourValue));
71
72        SetConfigValue(teamcolours_, defaultcolours);
73    }
74
75    void TeamGametype::playerEntered(PlayerInfo* player)
76    {
77        if(player == NULL) return; // catch null pointers
78        Gametype::playerEntered(player);
79        this->findAndSetTeam(player);
80        if( this->players_.size() <= maxPlayers_ || maxPlayers_  ==  0)
81        {
82            this->allowedInGame_[player]= true;
83        }
84        else
85        {
86            this->allowedInGame_[player]= false;
87            orxout() << "not allowed in game: players = " << this->players_.size() << " > maximum: " << maxPlayers_ << endl;
88        }
89    }
90
91    /**
92    @brief
93        Function that determines the player's team number when entering the game for the first time.
94        Override this function for other team structures.
95    */
96    void TeamGametype::findAndSetTeam(PlayerInfo* player)
97    {
98        if(player == NULL) return; // catch null pointers
99        std::vector<unsigned int> playersperteam(this->teams_, 0);
100
101        for (std::map<PlayerInfo*, int>::iterator it = this->teamnumbers_.begin(); it != this->teamnumbers_.end(); ++it)
102            if (it->second < static_cast<int>(this->teams_) && it->second >= 0)
103                playersperteam[it->second]++;
104
105        unsigned int minplayers = static_cast<unsigned int>(-1);
106        size_t minplayersteam = 0;
107        for (size_t i = 0; i < this->teams_; ++i)
108        {
109            if (playersperteam[i] < minplayers)
110            {
111                minplayers = playersperteam[i];
112                minplayersteam = i;
113            }
114        }
115
116        this->teamnumbers_[player] = minplayersteam;
117
118    }
119
120    bool TeamGametype::playerLeft(PlayerInfo* player)
121    {
122        bool valid_player = Gametype::playerLeft(player);
123        if( (this->players_.size() >= maxPlayers_) && (allowedInGame_[player] == true) ) // if there's a "waiting list"
124        {
125            for (std::map<PlayerInfo*, bool>::iterator it = this->allowedInGame_.begin(); it != this->allowedInGame_.end(); ++it)
126            {
127                 if(it->second == false) // waiting player found
128                 {it->second = true; break;} // allow player to enter
129            }
130        }
131
132        if (valid_player)
133        {   // clean up the maps
134            this->teamnumbers_.erase(player);
135            this->allowedInGame_.erase(player);
136        }
137
138        return valid_player;
139    }
140
141    void TeamGametype::spawnDeadPlayersIfRequested()
142    {
143        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)\
144        {
145            if(allowedInGame_[it->first] == false)//check if dead player is allowed to enter
146            {
147                continue;
148            }
149            if (it->second.state_ == PlayerState::Dead)
150            {
151                if ((it->first->isReadyToSpawn() || this->bForceSpawn_))
152                {
153                   this->spawnPlayer(it->first);
154                }
155            }
156        }
157    }
158
159
160    bool TeamGametype::allowPawnHit(Pawn* victim, Pawn* originator)
161    {// hit allowed: if victim & originator are foes or if originator doesnot exist or if friendlyfire is allowed
162        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
163    }
164
165    bool TeamGametype::allowPawnDamage(Pawn* victim, Pawn* originator)
166    {
167        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
168    }
169
170    bool TeamGametype::allowPawnDeath(Pawn* victim, Pawn* originator)
171    {
172        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
173    }
174
175    SpawnPoint* TeamGametype::getBestSpawnPoint(PlayerInfo* player) const
176    {
177        int desiredTeamNr = -1;
178        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
179        if (it_player != this->teamnumbers_.end())
180            desiredTeamNr = it_player->second;
181
182        // Only use spawnpoints of the own team (or non-team-spawnpoints)
183        std::set<SpawnPoint*> teamSpawnPoints = this->spawnpoints_;
184        for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); )
185        {
186            if ((*it)->isA(Class(TeamSpawnPoint)))
187            {
188                TeamSpawnPoint* tsp = orxonox_cast<TeamSpawnPoint*>(*it);
189                if (tsp && static_cast<int>(tsp->getTeamNumber()) != desiredTeamNr)
190                {
191                    teamSpawnPoints.erase(it++);
192                    continue;
193                }
194            }
195
196            ++it;
197        }
198
199        SpawnPoint* fallbackSpawnPoint = NULL;
200        if (teamSpawnPoints.size() > 0)
201        {
202            unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
203            unsigned int index = 0;
204            // Get random fallback spawnpoint in case there is no active SpawnPoint.
205            for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it)
206            {
207                if (index == randomspawn)
208                {
209                    fallbackSpawnPoint = (*it);
210                    break;
211                }
212
213                ++index;
214            }
215
216            // Remove all inactive SpawnPoints from the list.
217            for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); )
218            {
219                if(!(*it)->isActive())
220                {
221                    teamSpawnPoints.erase(it++);
222                    continue;
223                }
224
225                ++it;
226            }
227
228            randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
229            index = 0;
230            for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it)
231            {
232                if (index == randomspawn)
233                    return (*it);
234
235                ++index;
236            }
237
238            return fallbackSpawnPoint;
239        }
240
241        return 0;
242    }
243
244    void TeamGametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
245    {
246        if (!player)
247            return;
248
249        this->setTeamColour(player,pawn);
250    }
251
252    bool TeamGametype::pawnsAreInTheSameTeam(Pawn* pawn1, Pawn* pawn2)
253    {
254        if (pawn1 && pawn2)
255        {
256            std::map<PlayerInfo*, int>::const_iterator it1 = this->teamnumbers_.find(pawn1->getPlayer());
257            std::map<PlayerInfo*, int>::const_iterator it2 = this->teamnumbers_.find(pawn2->getPlayer());
258
259            if (it1 != this->teamnumbers_.end() && it2 != this->teamnumbers_.end())
260                return (it1->second == it2->second);
261        }
262        return false;
263    }
264
265    int TeamGametype::getTeam(PlayerInfo* player)
266    {
267        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
268        if (it_player != this->teamnumbers_.end())
269            return it_player->second;
270        else
271            return -1;
272    }
273
274    void TeamGametype::setTeamColour(PlayerInfo* player, Pawn* pawn)
275    {
276        // Set the team colour
277        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
278        if (it_player != this->teamnumbers_.end() && it_player->second >= 0 && it_player->second < static_cast<int>(this->teamcolours_.size()))
279        {
280            this->colourPawn(pawn, it_player->second);
281        }
282    }
283
284    /**
285    @brief
286        Colours a pawn depending on the team values set in XML.
287        A pawn is coloured depending on it's team set via XML.
288        If there is a controller the pawn is coloured depending on its team which also can be set via XML.
289    */
290    void TeamGametype::setDefaultObjectColour(Pawn* pawn)
291    {
292        if(pawn == NULL)
293            return;
294
295        int teamnumber = pawn->getTeam();
296
297        if(teamnumber >= 0)
298        {
299            this->colourPawn(pawn, teamnumber); return;
300        }
301        //get Pawn's controller
302        ControllableEntity* entity = orxonox_cast<ControllableEntity*>(pawn);
303
304        Controller* controller = 0;
305        if (entity->getController())
306            controller = entity->getController();
307        else if (entity->getXMLController())
308            controller = entity->getXMLController();
309        else
310            return;
311
312        ArtificialController* artificial =  orxonox_cast<ArtificialController*>(controller);
313        //get Teamnumber - get the data
314        if(artificial == NULL)
315            return;
316        teamnumber= artificial->getTeam();
317
318        //set ObjectColour
319        this->colourPawn(pawn, teamnumber);
320    }
321
322    void TeamGametype::colourPawn(Pawn* pawn, int teamNr)
323    {// catch: no-colouring-case and wrong input
324        if(teamNr < 0 || teamNr+1 > int(this->teamcolours_.size()) ||pawn == NULL) return;
325        pawn->setRadarObjectColour(this->teamcolours_[teamNr]);
326
327        std::set<WorldEntity*> pawnAttachments = pawn->getAttachedObjects();
328        for (std::set<WorldEntity*>::iterator it = pawnAttachments.begin(); it != pawnAttachments.end(); ++it)
329        {
330            if ((*it)->isA(Class(TeamColourable)))
331            {
332                TeamColourable* tc = orxonox_cast<TeamColourable*>(*it);
333                tc->setTeamColour(this->teamcolours_[teamNr]);
334            }
335         }
336    }
337
338}
Note: See TracBrowser for help on using the repository browser.