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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