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source: code/trunk/src/orxonox/gametypes/TeamGametype.cc @ 9016

Last change on this file since 9016 was 9016, checked in by jo, 12 years ago

Merging presentation2011 branch to trunk. Please check for possible bugs.

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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    void TeamGametype::findAndSetTeam(PlayerInfo* player)
92    {
93        if(player == NULL) return; // catch null pointers
94        std::vector<unsigned int> playersperteam(this->teams_, 0);
95
96        for (std::map<PlayerInfo*, int>::iterator it = this->teamnumbers_.begin(); it != this->teamnumbers_.end(); ++it)
97            if (it->second < static_cast<int>(this->teams_) && it->second >= 0)
98                playersperteam[it->second]++;
99
100        unsigned int minplayers = static_cast<unsigned int>(-1);
101        size_t minplayersteam = 0;
102        for (size_t i = 0; i < this->teams_; ++i)
103        {
104            if (playersperteam[i] < minplayers)
105            {
106                minplayers = playersperteam[i];
107                minplayersteam = i;
108            }
109        }
110
111        this->teamnumbers_[player] = minplayersteam;
112
113    }
114
115    bool TeamGametype::playerLeft(PlayerInfo* player)
116    {
117        bool valid_player = Gametype::playerLeft(player);
118        if( (this->players_.size() >= maxPlayers_) && (allowedInGame_[player] == true) ) // if there's a "waiting list"
119        {
120            for (std::map<PlayerInfo*, bool>::iterator it = this->allowedInGame_.begin(); it != this->allowedInGame_.end(); ++it)
121            {
122                 if(it->second == false) // waiting player found
123                 {it->second = true; break;} // allow player to enter
124            }
125        }
126
127        if (valid_player)
128        {   // clean up the maps
129            this->teamnumbers_.erase(player);
130            this->allowedInGame_.erase(player);
131        }
132
133
134        return valid_player;
135    }
136
137    void TeamGametype::spawnDeadPlayersIfRequested()
138    {
139        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)\
140        {
141            if(allowedInGame_[it->first] == false)//check if dead player is allowed to enter
142            {
143                continue;
144            }
145            if (it->second.state_ == PlayerState::Dead)
146            {
147                if ((it->first->isReadyToSpawn() || this->bForceSpawn_))
148                {
149                   this->spawnPlayer(it->first);
150                }
151            }
152        }
153    }
154
155
156    bool TeamGametype::allowPawnHit(Pawn* victim, Pawn* originator)
157    {// hit allowed: if victim & originator are foes or if originator doesnot exist or if friendlyfire is allowed
158        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
159    }
160
161    bool TeamGametype::allowPawnDamage(Pawn* victim, Pawn* originator)
162    {
163        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
164    }
165
166    bool TeamGametype::allowPawnDeath(Pawn* victim, Pawn* originator)
167    {
168        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
169    }
170
171    SpawnPoint* TeamGametype::getBestSpawnPoint(PlayerInfo* player) const
172    {
173        int desiredTeamNr = -1;
174        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
175        if (it_player != this->teamnumbers_.end())
176            desiredTeamNr = it_player->second;
177
178        // Only use spawnpoints of the own team (or non-team-spawnpoints)
179        std::set<SpawnPoint*> teamSpawnPoints = this->spawnpoints_;
180        for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); )
181        {
182            if ((*it)->isA(Class(TeamSpawnPoint)))
183            {
184                TeamSpawnPoint* tsp = orxonox_cast<TeamSpawnPoint*>(*it);
185                if (tsp && static_cast<int>(tsp->getTeamNumber()) != desiredTeamNr)
186                {
187                    teamSpawnPoints.erase(it++);
188                    continue;
189                }
190            }
191
192            ++it;
193        }
194
195        SpawnPoint* fallbackSpawnPoint = NULL;
196        if (teamSpawnPoints.size() > 0)
197        {
198            unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
199            unsigned int index = 0;
200            // Get random fallback spawnpoint in case there is no active SpawnPoint.
201            for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it)
202            {
203                if (index == randomspawn)
204                {
205                    fallbackSpawnPoint = (*it);
206                    break;
207                }
208
209                ++index;
210            }
211
212            // Remove all inactive SpawnPoints from the list.
213            for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); )
214            {
215                if(!(*it)->isActive())
216                {
217                    teamSpawnPoints.erase(it++);
218                    continue;
219                }
220
221                ++it;
222            }
223
224            randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
225            index = 0;
226            for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it)
227            {
228                if (index == randomspawn)
229                    return (*it);
230
231                ++index;
232            }
233
234            return fallbackSpawnPoint;
235        }
236
237        return 0;
238    }
239
240    void TeamGametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
241    {
242        if (!player)
243            return;
244
245        this->setTeamColour(player,pawn);
246    }
247
248    bool TeamGametype::pawnsAreInTheSameTeam(Pawn* pawn1, Pawn* pawn2)
249    {
250        if (pawn1 && pawn2)
251        {
252            std::map<PlayerInfo*, int>::const_iterator it1 = this->teamnumbers_.find(pawn1->getPlayer());
253            std::map<PlayerInfo*, int>::const_iterator it2 = this->teamnumbers_.find(pawn2->getPlayer());
254
255            if (it1 != this->teamnumbers_.end() && it2 != this->teamnumbers_.end())
256                return (it1->second == it2->second);
257        }
258        return false;
259    }
260
261    int TeamGametype::getTeam(PlayerInfo* player)
262    {
263        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
264        if (it_player != this->teamnumbers_.end())
265            return it_player->second;
266        else
267            return -1;
268    }
269
270    void TeamGametype::setTeamColour(PlayerInfo* player, Pawn* pawn)
271    {
272        // Set the team colour
273        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
274        if (it_player != this->teamnumbers_.end() && it_player->second >= 0 && it_player->second < static_cast<int>(this->teamcolours_.size()))
275        {
276            this->colourPawn(pawn, it_player->second);
277        }
278    }
279
280    /**
281    @brief
282        Colours a pawn depending on the team values set in XML.
283        A pawn is coloured depending on it's team set via XML.
284        If there is a controller the pawn is coloured depending on its team which also can be set via XML.
285    */
286    void TeamGametype::setDefaultObjectColour(Pawn* pawn)
287    {
288        if(pawn == NULL)
289            return;
290
291        int teamnumber = pawn->getTeam();
292
293        if(teamnumber >= 0)
294        {
295            this->colourPawn(pawn, teamnumber); return;
296        }
297        //get Pawn's controller
298        ControllableEntity* entity = orxonox_cast<ControllableEntity*>(pawn);
299
300        Controller* controller = 0;
301        if (entity->getController())
302            controller = entity->getController();
303        else if (entity->getXMLController())
304            controller = entity->getXMLController();
305        else
306            return;
307
308        ArtificialController* artificial =  orxonox_cast<ArtificialController*>(controller);
309        //get Teamnumber - get the data
310        if(artificial == NULL)
311            return;
312        teamnumber= artificial->getTeam();
313
314        //set ObjectColour
315        this->colourPawn(pawn, teamnumber);
316    }
317
318    void TeamGametype::colourPawn(Pawn* pawn, int teamNr)
319    {// catch: no-colouring-case and wrong input
320        if(teamNr < 0 || teamNr+1 > this->teamcolours_.size() ||pawn == NULL) return;
321        pawn->setRadarObjectColour(this->teamcolours_[teamNr]);
322
323        std::set<WorldEntity*> pawnAttachments = pawn->getAttachedObjects();
324        for (std::set<WorldEntity*>::iterator it = pawnAttachments.begin(); it != pawnAttachments.end(); ++it)
325        {
326            if ((*it)->isA(Class(TeamColourable)))
327            {
328                TeamColourable* tc = orxonox_cast<TeamColourable*>(*it);
329                tc->setTeamColour(this->teamcolours_[teamNr]);
330            }
331         }
332    }
333
334}
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