| 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 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Damian 'Mozork' Frick |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file GametypeInfo.cc |
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| 31 | @brief Implementation of the GametypeInfo class |
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| 32 | */ |
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| 33 | |
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| 34 | #include "GametypeInfo.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/GameMode.h" |
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| 38 | #include "network/Host.h" |
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| 39 | #include "network/NetworkFunction.h" |
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| 40 | #include "util/Convert.h" |
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| 41 | |
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| 42 | #include "interfaces/GametypeMessageListener.h" |
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| 43 | #include "interfaces/NotificationListener.h" |
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| 44 | |
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| 45 | #include "PlayerInfo.h" |
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| 46 | |
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| 47 | namespace orxonox |
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| 48 | { |
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| 49 | CreateUnloadableFactory(GametypeInfo); |
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| 50 | |
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| 51 | registerMemberNetworkFunction(GametypeInfo, dispatchAnnounceMessage); |
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| 52 | registerMemberNetworkFunction(GametypeInfo, dispatchKillMessage); |
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| 53 | registerMemberNetworkFunction(GametypeInfo, dispatchDeathMessage); |
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| 54 | registerMemberNetworkFunction(GametypeInfo, dispatchStaticMessage); |
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| 55 | registerMemberNetworkFunction(GametypeInfo, dispatchFadingMessage); |
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| 56 | |
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| 57 | /*static*/ const std::string GametypeInfo::NOTIFICATION_SENDER("gameinfo"); |
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| 58 | |
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| 59 | /** |
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| 60 | @brief |
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| 61 | Registers and initializes the object. |
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| 62 | */ |
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| 63 | GametypeInfo::GametypeInfo(BaseObject* creator) : Info(creator) |
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| 64 | { |
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| 65 | RegisterObject(GametypeInfo); |
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| 66 | |
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| 67 | this->bActive_ = false; // At first the GametypeInfo is inactive. |
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| 68 | |
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| 69 | this->bStarted_ = false; |
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| 70 | this->bEnded_ = false; |
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| 71 | this->startCountdown_ = 0.0f; |
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| 72 | this->bStartCountdownRunning_ = false; |
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| 73 | this->counter_ = 0; |
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| 74 | |
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| 75 | this->registerVariables(); |
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| 76 | } |
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| 77 | |
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| 78 | GametypeInfo::~GametypeInfo() |
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| 79 | { |
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| 80 | } |
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| 81 | |
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| 82 | void GametypeInfo::registerVariables() |
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| 83 | { |
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| 84 | registerVariable(this->bStarted_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedStarted)); |
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| 85 | registerVariable(this->bEnded_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedEnded)); |
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| 86 | registerVariable(this->bStartCountdownRunning_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedStartCountdownRunning)); |
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| 87 | registerVariable(this->startCountdown_, VariableDirection::ToClient); |
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| 88 | registerVariable(this->counter_, VariableDirection::ToClient, new NetworkCallback<GametypeInfo>(this, &GametypeInfo::changedCountdownCounter)); |
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| 89 | registerVariable(this->hudtemplate_, VariableDirection::ToClient); |
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| 90 | } |
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| 91 | |
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| 92 | /** |
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| 93 | @brief |
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| 94 | Is called when the activity has changed. |
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| 95 | */ |
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| 96 | void GametypeInfo::changedActivity(void) |
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| 97 | { |
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| 98 | SUPER(GametypeInfo, changedActivity); |
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| 99 | |
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| 100 | // If the GametypeInfo has become active the "Press [Fire] to start the match" notification is sent. |
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| 101 | if(this->isActive()) |
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| 102 | NotificationListener::sendNotification("Press [Fire] to start the match", GametypeInfo::NOTIFICATION_SENDER); |
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| 103 | } |
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| 104 | |
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| 105 | /** |
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| 106 | @brief |
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| 107 | Is called when the game has changed to started. |
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| 108 | */ |
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| 109 | void GametypeInfo::changedStarted(void) |
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| 110 | { |
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| 111 | |
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| 112 | } |
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| 113 | |
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| 114 | /** |
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| 115 | @brief |
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| 116 | Is called when the game has changed to ended. |
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| 117 | */ |
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| 118 | void GametypeInfo::changedEnded(void) |
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| 119 | { |
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| 120 | // If the game has ended, a "Game has ended" notification is displayed. |
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| 121 | if(this->hasEnded()) |
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| 122 | NotificationListener::sendNotification("Game has ended", GametypeInfo::NOTIFICATION_SENDER); |
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| 123 | } |
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| 124 | |
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| 125 | /** |
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| 126 | @brief |
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| 127 | Is called when the start countdown has been either started or stopped. |
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| 128 | */ |
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| 129 | void GametypeInfo::changedStartCountdownRunning(void) |
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| 130 | { |
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| 131 | // Clear the notifications if the countdown has stopped running. |
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| 132 | if(!this->hasStarted() && !this->isStartCountdownRunning() && !this->hasEnded()) |
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| 133 | NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER); |
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| 134 | // Send first countdown notification if the countdown has started. |
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| 135 | if(!this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded()) |
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| 136 | NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER); |
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| 137 | } |
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| 138 | |
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| 139 | /** |
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| 140 | @brief |
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| 141 | Is called when the start countdown counter has changed. |
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| 142 | */ |
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| 143 | void GametypeInfo::changedCountdownCounter(void) |
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| 144 | { |
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| 145 | // Send countdown notification if the counter has gone down. |
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| 146 | if(!this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded()) |
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| 147 | NotificationListener::sendNotification(multi_cast<std::string>(this->counter_), GametypeInfo::NOTIFICATION_SENDER); |
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| 148 | } |
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| 149 | |
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| 150 | /** |
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| 151 | @brief |
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| 152 | Is called when a player has become ready to spawn. |
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| 153 | @param player |
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| 154 | The player that has become ready to spawn. |
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| 155 | */ |
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| 156 | void GametypeInfo::changedReadyToSpawn(PlayerInfo* player) |
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| 157 | { |
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| 158 | // Send "Waiting for other players" over the network to the right player if a player has become ready to spawn. |
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| 159 | if(!this->hasStarted() && !this->isStartCountdownRunning() && !this->hasEnded()) |
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| 160 | NotificationListener::sendNotification("Waiting for other players", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID()); |
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| 161 | // Clear the notifications if the player has respawned. |
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| 162 | if(this->hasStarted() && !this->hasEnded()) |
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| 163 | NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER, notificationSendMode::network, player->getClientID()); |
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| 164 | } |
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| 165 | |
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| 166 | /** |
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| 167 | @brief |
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| 168 | Inform the GametypeInfo that the game has started. |
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| 169 | */ |
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| 170 | void GametypeInfo::start(void) |
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| 171 | { |
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| 172 | if(this->bStarted_) |
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| 173 | return; |
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| 174 | |
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| 175 | this->bStarted_ = true; |
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| 176 | this->changedStarted(); |
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| 177 | } |
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| 178 | |
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| 179 | /** |
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| 180 | @brief |
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| 181 | Inform the GametypeInfo that the game has ended. |
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| 182 | */ |
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| 183 | void GametypeInfo::end(void) |
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| 184 | { |
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| 185 | if(this->bEnded_) |
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| 186 | return; |
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| 187 | |
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| 188 | this->bEnded_ = true; |
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| 189 | this->changedEnded(); |
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| 190 | } |
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| 191 | |
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| 192 | /** |
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| 193 | @brief |
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| 194 | Set the start countdown to the input value. |
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| 195 | @param countdown |
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| 196 | The countdown to be set. |
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| 197 | */ |
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| 198 | void GametypeInfo::setStartCountdown(float countdown) |
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| 199 | { |
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| 200 | if(this->startCountdown_ == countdown || countdown < 0.0f) |
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| 201 | return; |
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| 202 | |
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| 203 | this->startCountdown_ = countdown; |
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| 204 | // Set the counter to the ceiling of the current countdown. |
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| 205 | this->counter_ = ceil(countdown); |
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| 206 | this->changedCountdownCounter(); |
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| 207 | } |
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| 208 | |
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| 209 | /** |
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| 210 | @brief |
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| 211 | Count down the start countdown by the specified value. |
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| 212 | @param countDown |
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| 213 | The amount by which we count down. |
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| 214 | */ |
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| 215 | void GametypeInfo::countdownStartCountdown(float countDown) |
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| 216 | { |
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| 217 | float newCountdown = this->startCountdown_ - countDown; |
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| 218 | // If we have switched integers or arrived at zero, we also count down the start countdown counter. |
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| 219 | if(ceil(newCountdown) != ceil(this->startCountdown_) || newCountdown <= 0.0f) |
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| 220 | this->countDown(); |
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| 221 | this->startCountdown_ = newCountdown; |
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| 222 | } |
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| 223 | |
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| 224 | /** |
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| 225 | @brief |
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| 226 | Count down the start countdown counter. |
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| 227 | */ |
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| 228 | void GametypeInfo::countDown() |
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| 229 | { |
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| 230 | if(this->counter_ == 0) |
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| 231 | return; |
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| 232 | |
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| 233 | this->counter_--; |
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| 234 | this->changedCountdownCounter(); |
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| 235 | } |
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| 236 | |
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| 237 | /** |
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| 238 | @brief |
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| 239 | Inform the GametypeInfo about the start of the start countdown. |
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| 240 | */ |
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| 241 | void GametypeInfo::startStartCountdown(void) |
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| 242 | { |
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| 243 | if(this->bStartCountdownRunning_) |
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| 244 | return; |
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| 245 | |
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| 246 | this->bStartCountdownRunning_ = true; |
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| 247 | this->changedStartCountdownRunning(); |
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| 248 | } |
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| 249 | |
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| 250 | /** |
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| 251 | @brief |
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| 252 | Inform the GametypeInfo about the stop of the start countdown. |
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| 253 | */ |
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| 254 | void GametypeInfo::stopStartCountdown(void) |
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| 255 | { |
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| 256 | if(!this->bStartCountdownRunning_) |
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| 257 | return; |
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| 258 | |
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| 259 | this->bStartCountdownRunning_ = false; |
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| 260 | this->changedStartCountdownRunning(); |
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| 261 | } |
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| 262 | |
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| 263 | /** |
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| 264 | @brief |
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| 265 | Inform the GametypeInfo about a player that is ready to spawn. |
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| 266 | @param player |
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| 267 | The player that is ready to spawn. |
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| 268 | */ |
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| 269 | void GametypeInfo::playerReadyToSpawn(PlayerInfo* player) |
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| 270 | { |
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| 271 | // If the player has spawned already. |
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| 272 | if(this->spawned_.find(player) != this->spawned_.end()) |
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| 273 | return; |
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| 274 | |
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| 275 | this->spawned_.insert(player); |
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| 276 | this->changedReadyToSpawn(player); |
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| 277 | } |
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| 278 | |
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| 279 | /** |
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| 280 | @brief |
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| 281 | Inform the GametypeInfo about a player whose Pawn has been killed. |
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| 282 | @param player |
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| 283 | The player whose Pawn has been killed. |
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| 284 | */ |
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| 285 | void GametypeInfo::pawnKilled(PlayerInfo* player) |
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| 286 | { |
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| 287 | NotificationListener::sendNotification("Press [Fire] to respawn", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID()); |
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| 288 | // Remove the player from the list of players that have spawned, since it currently is not. |
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| 289 | this->spawned_.erase(player); |
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| 290 | } |
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| 291 | |
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| 292 | /** |
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| 293 | @brief |
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| 294 | Inform the GametypeInfo about a player that has spawned. |
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| 295 | @param player |
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| 296 | The player that has spawned. |
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| 297 | */ |
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| 298 | void GametypeInfo::playerSpawned(PlayerInfo* player) |
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| 299 | { |
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| 300 | if(this->hasStarted() && !this->hasEnded()) |
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| 301 | NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER, notificationSendMode::network, player->getClientID()); |
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| 302 | } |
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| 303 | |
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| 304 | void GametypeInfo::sendAnnounceMessage(const std::string& message) |
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| 305 | { |
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| 306 | if (GameMode::isMaster()) |
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| 307 | { |
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| 308 | callMemberNetworkFunction(GametypeInfo, dispatchAnnounceMessage, this->getObjectID(), NETWORK_PEER_ID_BROADCAST, message); |
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| 309 | this->dispatchAnnounceMessage(message); |
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| 310 | } |
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| 311 | } |
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| 312 | |
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| 313 | void GametypeInfo::sendAnnounceMessage(const std::string& message, unsigned int clientID) |
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| 314 | { |
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| 315 | if (GameMode::isMaster()) |
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| 316 | { |
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| 317 | if (clientID == CLIENTID_SERVER) |
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| 318 | this->dispatchAnnounceMessage(message); |
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| 319 | else |
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| 320 | callMemberNetworkFunction(GametypeInfo, dispatchAnnounceMessage, this->getObjectID(), clientID, message); |
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| 321 | } |
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| 322 | } |
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| 323 | |
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| 324 | void GametypeInfo::sendKillMessage(const std::string& message, unsigned int clientID) |
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| 325 | { |
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| 326 | if (GameMode::isMaster()) |
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| 327 | { |
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| 328 | if (clientID == CLIENTID_SERVER) |
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| 329 | this->dispatchKillMessage(message); |
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| 330 | else |
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| 331 | callMemberNetworkFunction(GametypeInfo, dispatchKillMessage, this->getObjectID(), clientID, message); |
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| 332 | } |
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| 333 | } |
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| 334 | |
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| 335 | void GametypeInfo::sendDeathMessage(const std::string& message, unsigned int clientID) |
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| 336 | { |
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| 337 | if (GameMode::isMaster()) |
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| 338 | { |
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| 339 | if (clientID == CLIENTID_SERVER) |
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| 340 | this->dispatchDeathMessage(message); |
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| 341 | else |
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| 342 | callMemberNetworkFunction(GametypeInfo, dispatchDeathMessage, this->getObjectID(), clientID, message); |
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| 343 | } |
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| 344 | } |
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| 345 | |
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| 346 | void GametypeInfo::sendStaticMessage(const std::string& message, unsigned int clientID, const ColourValue& colour) |
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| 347 | { |
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| 348 | if (GameMode::isMaster()) |
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| 349 | { |
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| 350 | if (clientID == CLIENTID_SERVER) |
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| 351 | this->dispatchStaticMessage(message, colour); |
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| 352 | else |
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| 353 | callMemberNetworkFunction(GametypeInfo, dispatchStaticMessage, this->getObjectID(), clientID, message, colour); |
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| 354 | } |
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| 355 | } |
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| 356 | |
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| 357 | void GametypeInfo::sendFadingMessage(const std::string& message, unsigned int clientID) |
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| 358 | { |
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| 359 | if (GameMode::isMaster()) |
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| 360 | { |
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| 361 | if (clientID == CLIENTID_SERVER) |
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| 362 | this->dispatchFadingMessage(message); |
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| 363 | else |
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| 364 | callMemberNetworkFunction(GametypeInfo, dispatchFadingMessage, this->getObjectID(), clientID, message); |
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| 365 | } |
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| 366 | } |
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| 367 | |
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| 368 | void GametypeInfo::dispatchAnnounceMessage(const std::string& message) |
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| 369 | { |
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| 370 | for (ObjectList<GametypeMessageListener>::iterator it = ObjectList<GametypeMessageListener>::begin(); it != ObjectList<GametypeMessageListener>::end(); ++it) |
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| 371 | it->announcemessage(this, message); |
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| 372 | } |
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| 373 | |
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| 374 | void GametypeInfo::dispatchKillMessage(const std::string& message) |
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| 375 | { |
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| 376 | for (ObjectList<GametypeMessageListener>::iterator it = ObjectList<GametypeMessageListener>::begin(); it != ObjectList<GametypeMessageListener>::end(); ++it) |
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| 377 | it->killmessage(this, message); |
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| 378 | } |
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| 379 | |
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| 380 | void GametypeInfo::dispatchDeathMessage(const std::string& message) |
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| 381 | { |
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| 382 | for (ObjectList<GametypeMessageListener>::iterator it = ObjectList<GametypeMessageListener>::begin(); it != ObjectList<GametypeMessageListener>::end(); ++it) |
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| 383 | it->deathmessage(this, message); |
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| 384 | } |
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| 385 | |
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| 386 | void GametypeInfo::dispatchStaticMessage(const std::string& message, const ColourValue& colour) |
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| 387 | { |
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| 388 | for (ObjectList<GametypeMessageListener>::iterator it = ObjectList<GametypeMessageListener>::begin(); it != ObjectList<GametypeMessageListener>::end(); ++it) |
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| 389 | it->staticmessage(this, message, colour); |
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| 390 | } |
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| 391 | |
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| 392 | void GametypeInfo::dispatchFadingMessage(const std::string& message) |
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| 393 | { |
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| 394 | for (ObjectList<GametypeMessageListener>::iterator it = ObjectList<GametypeMessageListener>::begin(); it != ObjectList<GametypeMessageListener>::end(); ++it) |
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| 395 | it->fadingmessage(this, message); |
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| 396 | } |
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| 397 | } |
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