/* * 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: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Gametype.h" #include "util/Math.h" #include "core/Core.h" #include "core/CoreIncludes.h" #include "core/config/ConfigValueIncludes.h" #include "core/GameMode.h" #include "core/command/ConsoleCommandIncludes.h" #include "gamestates/GSLevel.h" #include "infos/PlayerInfo.h" #include "infos/Bot.h" #include "graphics/Camera.h" #include "worldentities/ControllableEntity.h" #include "worldentities/SpawnPoint.h" #include "worldentities/pawns/Spectator.h" #include "worldentities/pawns/Pawn.h" #include "overlays/OverlayGroup.h" #include "Scene.h" namespace orxonox { static const std::string __CC_addBots_name = "addBots"; static const std::string __CC_killBots_name = "killBots"; SetConsoleCommand("Gametype", __CC_addBots_name, &Gametype::addBots ).addShortcut().defaultValues(1); SetConsoleCommand("Gametype", __CC_killBots_name, &Gametype::killBots).addShortcut().defaultValues(0); RegisterUnloadableClass(Gametype); Gametype::Gametype(Context* context) : BaseObject(context) { RegisterObject(Gametype); this->setGametype(WeakPtr(this)); // store a weak-pointer to itself (a strong-pointer would create a recursive dependency) this->gtinfo_ = new GametypeInfo(context); this->defaultControllableEntity_ = Class(Spectator); this->scoreboard_ = nullptr; this->bAutoStart_ = false; this->bForceSpawn_ = false; this->bAutoEnd_ = true; this->numberOfBots_ = 0; this->timeLimit_ = 0; this->time_ = 0; this->timerIsActive_ = false; this->initialStartCountdown_ = 3; this->setConfigValues(); ModifyConsoleCommand(__CC_addBots_name).setObject(this); ModifyConsoleCommand(__CC_killBots_name).setObject(this); } Gametype::~Gametype() { if (this->isInitialized()) { if (this->gtinfo_) this->gtinfo_->destroy(); ModifyConsoleCommand(__CC_addBots_name).setObject(nullptr); ModifyConsoleCommand(__CC_killBots_name).setObject(nullptr); } } /** * @brief Initializes sub-objects of the Gametype. This must be called after the constructor. * At this point, the context is expected to have the current gametype. This allows to pass the current gametype to the sub-objects via constructor. */ void Gametype::init() { // load the corresponding score board if (GameMode::showsGraphics() && !this->scoreboardTemplate_.empty()) { this->scoreboard_ = new OverlayGroup(this->getContext()); this->scoreboard_->addTemplate(this->scoreboardTemplate_); } } void Gametype::setConfigValues() { SetConfigValue(initialStartCountdown_, 3.0f); SetConfigValue(bAutoStart_, false); SetConfigValue(bForceSpawn_, false); SetConfigValue(bAutoEnd_, true); SetConfigValue(numberOfBots_, 0); SetConfigValue(scoreboardTemplate_, "defaultScoreboard"); } void Gametype::tick(float dt) { SUPER(Gametype, tick, dt); //count timer if (timerIsActive_) { if (this->timeLimit_ == 0) this->time_ += dt; else this->time_ -= dt; } if (this->gtinfo_->isStartCountdownRunning() && !this->gtinfo_->hasStarted()) this->gtinfo_->countdownStartCountdown(dt); if (!this->gtinfo_->hasStarted()) { for (const auto& mapEntry : this->players_) { // Inform the GametypeInfo that the player is ready to spawn. if(mapEntry.first->isHumanPlayer() && mapEntry.first->isReadyToSpawn()) this->gtinfo_->playerReadyToSpawn(mapEntry.first); } this->checkStart(); } else if (!this->gtinfo_->hasEnded()) this->spawnDeadPlayersIfRequested(); this->assignDefaultPawnsIfNeeded(); } void Gametype::start() { this->addBots(this->numberOfBots_); this->gtinfo_->start(); this->spawnPlayersIfRequested(); } void Gametype::end() { this->gtinfo_->end(); if (this->bAutoEnd_) { this->showMenuTimer_.setTimer(3.0f, true, createExecutor(createFunctor(&Gametype::showMenu, this))); } for (const auto& mapEntry : this->players_) { if (mapEntry.first->getControllableEntity()) { ControllableEntity* oldentity = mapEntry.first->getControllableEntity(); ControllableEntity* entity = this->defaultControllableEntity_.fabricate(oldentity->getContext()); if (oldentity->getCamera()) { entity->setPosition(oldentity->getCamera()->getWorldPosition()); entity->setOrientation(oldentity->getCamera()->getWorldOrientation()); } else { entity->setPosition(oldentity->getWorldPosition()); entity->setOrientation(oldentity->getWorldOrientation()); } mapEntry.first->startControl(entity); } else this->spawnPlayerAsDefaultPawn(mapEntry.first); } } void Gametype::playerEntered(PlayerInfo* player) { this->players_[player].state_ = PlayerState::Joined; this->gtinfo_->playerEntered(player); } bool Gametype::playerLeft(PlayerInfo* player) { std::map::iterator it = this->players_.find(player); if (it != this->players_.end()) { this->players_.erase(it); return true; } return false; } void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) { } void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) { } bool Gametype::playerChangedName(PlayerInfo* player) { if (this->players_.find(player) != this->players_.end()) { if (player->getName() != player->getOldName()) { return true; } } return false; } void Gametype::pawnPreSpawn(Pawn* pawn) { } void Gametype::pawnPostSpawn(Pawn* pawn) { } void Gametype::playerPreSpawn(PlayerInfo* player) { } void Gametype::playerPostSpawn(PlayerInfo* player) { } void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) { } void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) { } bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator) { return true; } bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator) { return true; } bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator) { return true; } void Gametype::pawnKilled(Pawn* victim, Pawn* killer) { if (victim && victim->getPlayer()) { std::map::iterator it = this->players_.find(victim->getPlayer()); if (it != this->players_.end()) { it->second.state_ = PlayerState::Dead; it->second.killed_++; // Reward killer if (killer && killer->getPlayer()) { std::map::iterator it = this->players_.find(killer->getPlayer()); if (it != this->players_.end()) { it->second.frags_++; if (killer->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN) this->gtinfo_->sendKillMessage("You killed " + victim->getPlayer()->getName(), killer->getPlayer()->getClientID()); if (victim->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN) this->gtinfo_->sendDeathMessage("You were killed by " + killer->getPlayer()->getName(), victim->getPlayer()->getClientID()); } } if(victim->getPlayer()->isHumanPlayer()) this->gtinfo_->pawnKilled(victim->getPlayer()); ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getContext()); if (victim->getCamera()) { entity->setPosition(victim->getCamera()->getWorldPosition()); entity->setOrientation(victim->getCamera()->getWorldOrientation()); } else { entity->setPosition(victim->getWorldPosition()); entity->setOrientation(victim->getWorldOrientation()); } it->first->startControl(entity); } else orxout(internal_warning) << "Killed Pawn was not in the playerlist" << endl; } } void Gametype::playerScored(PlayerInfo* player, int score) { std::map::iterator it = this->players_.find(player); if (it != this->players_.end()) it->second.frags_ += score; } int Gametype::getScore(PlayerInfo* player) const { std::map::const_iterator it = this->players_.find(player); if (it != this->players_.end()) return it->second.frags_; else return 0; } SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const { // If there is at least one SpawnPoint. if (this->spawnpoints_.size() > 0) { // Fallback spawn point if there is no active one, choose a random one. SpawnPoint* fallbackSpawnPoint = nullptr; unsigned int randomspawn = static_cast(rnd(static_cast(this->spawnpoints_.size()))); unsigned int index = 0; std::vector activeSpawnPoints; for (SpawnPoint* spawnpoint : this->spawnpoints_) { if (index == randomspawn) fallbackSpawnPoint = spawnpoint; if (spawnpoint != nullptr && spawnpoint->isActive()) activeSpawnPoints.push_back(spawnpoint); ++index; } if(activeSpawnPoints.size() > 0) { randomspawn = static_cast(rnd(static_cast(activeSpawnPoints.size()))); return activeSpawnPoints[randomspawn]; } orxout(internal_warning) << "Fallback SpawnPoint was used because there were no active SpawnPoints." << endl; return fallbackSpawnPoint; } return nullptr; } void Gametype::assignDefaultPawnsIfNeeded() { for (auto& mapEntry : this->players_) { if (!mapEntry.first->getControllableEntity()) { mapEntry.second.state_ = PlayerState::Dead; if (!mapEntry.first->isReadyToSpawn() || !this->gtinfo_->hasStarted()) { this->spawnPlayerAsDefaultPawn(mapEntry.first); mapEntry.second.state_ = PlayerState::Dead; } } } } void Gametype::checkStart() { if (!this->gtinfo_->hasStarted()) { if (this->gtinfo_->isStartCountdownRunning()) { if (this->gtinfo_->getStartCountdown() <= 0.0f) { this->gtinfo_->stopStartCountdown(); this->gtinfo_->setStartCountdown(0.0f); this->start(); } } else if (this->players_.size() > 0) { if (this->bAutoStart_) { this->start(); } else { bool allplayersready = true; bool hashumanplayers = false; for (const auto& mapEntry : this->players_) { if (!mapEntry.first->isReadyToSpawn()) allplayersready = false; if (mapEntry.first->isHumanPlayer()) hashumanplayers = true; } if (allplayersready && hashumanplayers) { // If in developer's mode, there is no start countdown. if(Core::getInstance().getConfig()->inDevMode()) this->start(); else { this->gtinfo_->setStartCountdown(this->initialStartCountdown_); this->gtinfo_->startStartCountdown(); } } } } } } void Gametype::spawnPlayersIfRequested() { for (const auto& mapEntry : this->players_) { if (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_) this->spawnPlayer(mapEntry.first); } } void Gametype::spawnDeadPlayersIfRequested() { for (const auto& mapEntry : this->players_) if (mapEntry.second.state_ == PlayerState::Dead) if (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_) this->spawnPlayer(mapEntry.first); } void Gametype::spawnPlayer(PlayerInfo* player) { SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); if (spawnpoint) { this->playerPreSpawn(player); player->startControl(spawnpoint->spawn()); this->players_[player].state_ = PlayerState::Alive; if(player->isHumanPlayer()) this->gtinfo_->playerSpawned(player); this->playerPostSpawn(player); } else { orxout(user_error) << "No SpawnPoints in current Gametype" << endl; abort(); } } void Gametype::spawnPlayerAsDefaultPawn(PlayerInfo* player) { SpawnPoint* spawn = this->getBestSpawnPoint(player); if (spawn) { // force spawn at spawnpoint with default pawn ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn->getContext()); spawn->spawn(entity); player->startControl(entity); } else { orxout(user_error) << "No SpawnPoints in current Gametype" << endl; abort(); } } void Gametype::addBots(unsigned int amount) { for (unsigned int i = 0; i < amount; ++i) this->botclass_.fabricate(this->getContext()); } void Gametype::killBots(unsigned int amount) { unsigned int i = 0; ObjectList list; for (ObjectList::iterator it = list.begin(); (it != list.end()) && ((amount == 0) || (i < amount)); ) { if (it->getGametype() == this) { (it++)->destroy(); ++i; } else ++it; } } void Gametype::addTime(float t) { if (this->timeLimit_ == 0) this->time_ -= t; else this->time_ += t; } void Gametype::removeTime(float t) { if (this->timeLimit_ == 0) this->time_ += t; else this->time_ -= t; } void Gametype::resetTimer() { this->resetTimer(timeLimit_); } void Gametype::resetTimer(float t) { this->timeLimit_ = t; this->time_ = t; } void Gametype::showMenu() { GSLevel::startMainMenu(); } GSLevelMementoState* Gametype::exportMementoState() { for (const auto& mapEntry : this->players_) { if (mapEntry.first->isHumanPlayer() && mapEntry.first->getControllableEntity() && mapEntry.first->getControllableEntity()->getCamera()) { Camera* camera = mapEntry.first->getControllableEntity()->getCamera(); GametypeMementoState* state = new GametypeMementoState(); state->cameraPosition_ = camera->getWorldPosition(); state->cameraOrientation_ = camera->getWorldOrientation(); state->sceneName_ = camera->getScene()->getName(); return state; } } return nullptr; } void Gametype::importMementoState(const std::vector& states) { // find correct memento state GametypeMementoState* state = nullptr; for (GSLevelMementoState* temp : states) { state = dynamic_cast(temp); if (state) break; } if (!state) return; // find correct scene Scene* scene = nullptr; for (Scene* someScene : ObjectList()) { if (someScene->getName() == state->sceneName_) { scene = someScene; break; } } if (!scene) { orxout(internal_warning) << "Could not find scene with name " << state->sceneName_ << endl; return; } // find correct player and assign default entity with original position & orientation for (const auto& mapEntry : this->players_) { if (mapEntry.first->isHumanPlayer()) { ControllableEntity* entity = this->defaultControllableEntity_.fabricate(scene->getContext()); entity->setPosition(state->cameraPosition_); entity->setOrientation(state->cameraOrientation_); mapEntry.first->startControl(entity); break; } } } }