/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Mauro Salomon * Co-authors: * ... * */ #include "SpaceRace.h" #include "items/Engine.h" #include "core/CoreIncludes.h" #include "chat/ChatManager.h" #include "util/Convert.h" #include "util/Math.h" #include "items/Engine.h" namespace orxonox { CreateUnloadableFactory(SpaceRace); SpaceRace::SpaceRace(BaseObject* creator) : Gametype(creator) { RegisterObject(SpaceRace); this->bTimeIsUp_ = false; this->numberOfBots_ = 0; this->cantMove_=false; } // void SpaceRace::SetConfigValues(){ //SUPER(Gametype,setConfigValues); //this->Gametype::SetConfigValue(initialStartCountdown_, 3.0f);} void SpaceRace::end() { this->Gametype::end(); if (this->bTimeIsUp_) { this->clock_.capture(); int s = this->clock_.getSeconds(); int ms = static_cast(this->clock_.getMilliseconds()-1000*s); const std::string& message = multi_cast(s) + "." + multi_cast(ms) + " seconds !!\n" + "You didn't reach the check point before the time limit. You lose!"; const_cast(this->getGametypeInfo())->sendAnnounceMessage(message); ChatManager::message(message); } else { this->clock_.capture(); int s = this->clock_.getSeconds(); int ms = static_cast(this->clock_.getMilliseconds()-1000*s); const std::string& message = "You win!! You have reached the last check point after "+ multi_cast(s) + "." + multi_cast(ms) + " seconds."; const_cast(this->getGametypeInfo())->sendAnnounceMessage(message); ChatManager::message(message); float time = this->clock_.getSecondsPrecise(); this->scores_.insert(time); std::set::iterator it; } } void SpaceRace::start() { this->spawnPlayersIfRequested(); Gametype::checkStart(); this->cantMove_=true; for(ObjectList::iterator it = ObjectList::begin(); it; ++it) { it->setActive(false); } this->addBots(this->numberOfBots_); } void SpaceRace::tick(float dt) { SUPER(SpaceRace,tick,dt); if(!this->isStartCountdownRunning() && this->cantMove_) { for(ObjectList::iterator it = ObjectList::begin(); it; ++it) { it->setActive(true); } this->cantMove_= false; std::string message("The match has started! Reach the check points as quickly as possible!"); const_cast(this->getGametypeInfo())->sendAnnounceMessage(message); ChatManager::message(message); } } void SpaceRace::newCheckpointReached(SpaceRaceManager* p, int index,PlayerInfo* pl) { this->checkpointReached_[pl]=index; this->clock_.capture(); int s = this->clock_.getSeconds(); int ms = static_cast(this->clock_.getMilliseconds()-1000*s); const std::string& message = "Checkpoint " + multi_cast(index) + " reached after " + multi_cast(s) + "." + multi_cast(ms) + " seconds.";// Message is too long for a normal screen. const_cast(this->getGametypeInfo())->sendAnnounceMessage(message); ChatManager::message(message); } void SpaceRace::newCheckpointReached(RaceCheckPoint* p, PlayerInfo* pl) { int index = p->getCheckpointIndex(); this->checkpointReached_[pl]=index; this->clock_.capture(); int s = this->clock_.getSeconds(); int ms = static_cast(this->clock_.getMilliseconds()-1000*s); const std::string& message = "Checkpoint " + multi_cast(index) + " reached after " + multi_cast(s) + "." + multi_cast(ms) + " seconds."; const_cast(this->getGametypeInfo())->sendAnnounceMessage(message); ChatManager::message(message); } void SpaceRace::playerEntered(PlayerInfo* player) { Gametype::playerEntered(player); this->checkpointReached_[player]=-1; //this->playersAlive_++; } bool SpaceRace::playerLeft(PlayerInfo* player) { return Gametype::playerLeft(player); // bool valid_player = true; //if (valid_player) // { // this->playersAlive_--; //} // return valid_player; } bool SpaceRace::allowPawnHit(Pawn* victim, Pawn* originator) { return false; } bool SpaceRace::allowPawnDamage(Pawn* victim, Pawn* originator) { return false; } bool SpaceRace::allowPawnDeath(Pawn* victim, Pawn* originator) { return false; } }