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 | * Johannes Ritz |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "TeamGametype.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "core/config/ConfigValueIncludes.h" |
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33 | #include "infos/PlayerInfo.h" |
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34 | #include "interfaces/TeamColourable.h" |
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35 | #include "worldentities/TeamSpawnPoint.h" |
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36 | #include "worldentities/pawns/Pawn.h" |
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37 | #include "worldentities/ControllableEntity.h" |
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38 | #include "controllers/ArtificialController.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | RegisterUnloadableClass(TeamGametype); |
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43 | |
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44 | TeamGametype::TeamGametype(Context* context) : Gametype(context) |
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45 | { |
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46 | RegisterObject(TeamGametype); |
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47 | |
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48 | this->teams_ = 2; //most team gametypes use two different teams |
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49 | this->allowFriendlyFire_ = false; |
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50 | //this->playersPerTeam_ = 0; |
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51 | this->maxPlayers_ = 0; //Value "0": no limit is set. |
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52 | this->setConfigValues(); |
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53 | } |
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54 | |
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55 | void TeamGametype::setConfigValues() |
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56 | { |
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57 | SetConfigValue(teams_, 2); |
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58 | |
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59 | static ColourValue colours[] = |
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60 | { |
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61 | ColourValue(0.2f, 0.2f, 1.0f), |
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62 | ColourValue(1.0f, 0.1f, 0.1f), |
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63 | ColourValue(0.3f, 1.0f, 0.3f), |
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64 | ColourValue(1.0f, 1.0f, 0.0f), |
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65 | ColourValue(0.0f, 1.0f, 1.0f), |
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66 | ColourValue(1.0f, 0.0f, 1.0f), |
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67 | ColourValue(7.0f, 7.0f, 7.0f), |
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68 | ColourValue(2.0f, 2.0f, 2.0f) |
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69 | }; |
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70 | static std::vector<ColourValue> defaultcolours(colours, colours + sizeof(colours) / sizeof(ColourValue)); |
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71 | |
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72 | SetConfigValue(teamcolours_, defaultcolours); |
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73 | } |
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74 | |
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75 | void TeamGametype::playerEntered(PlayerInfo* player) |
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76 | { |
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77 | if(player == NULL) return; // catch null pointers |
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78 | Gametype::playerEntered(player); |
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79 | this->findAndSetTeam(player); |
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80 | if( this->players_.size() <= maxPlayers_ || maxPlayers_ == 0) |
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81 | { |
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82 | this->allowedInGame_[player]= true; |
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83 | } |
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84 | else |
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85 | { |
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86 | this->allowedInGame_[player]= false; |
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87 | orxout() << "not allowed in game: players = " << this->players_.size() << " > maximum: " << maxPlayers_ << endl; |
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88 | } |
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89 | } |
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90 | |
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91 | /** |
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92 | @brief |
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93 | Function that determines the player's team number when entering the game for the first time. |
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94 | Override this function for other team structures. |
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95 | */ |
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96 | void TeamGametype::findAndSetTeam(PlayerInfo* player) |
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97 | { |
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98 | if(player == NULL) return; // catch null pointers |
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99 | std::vector<unsigned int> playersperteam(this->teams_, 0); |
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100 | |
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101 | for (std::map<PlayerInfo*, int>::iterator it = this->teamnumbers_.begin(); it != this->teamnumbers_.end(); ++it) |
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102 | if (it->second < static_cast<int>(this->teams_) && it->second >= 0) |
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103 | playersperteam[it->second]++; |
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104 | |
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105 | unsigned int minplayers = static_cast<unsigned int>(-1); |
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106 | size_t minplayersteam = 0; |
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107 | for (size_t i = 0; i < this->teams_; ++i) |
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108 | { |
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109 | if (playersperteam[i] < minplayers) |
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110 | { |
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111 | minplayers = playersperteam[i]; |
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112 | minplayersteam = i; |
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113 | } |
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114 | } |
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115 | |
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116 | this->teamnumbers_[player] = minplayersteam; |
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117 | |
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118 | } |
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119 | |
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120 | bool TeamGametype::playerLeft(PlayerInfo* player) |
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121 | { |
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122 | bool valid_player = Gametype::playerLeft(player); |
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123 | if( (this->players_.size() >= maxPlayers_) && (allowedInGame_[player] == true) ) // if there's a "waiting list" |
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124 | { |
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125 | for (std::map<PlayerInfo*, bool>::iterator it = this->allowedInGame_.begin(); it != this->allowedInGame_.end(); ++it) |
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126 | { |
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127 | if(it->second == false) // waiting player found |
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128 | {it->second = true; break;} // allow player to enter |
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129 | } |
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130 | } |
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131 | |
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132 | if (valid_player) |
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133 | { // clean up the maps |
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134 | this->teamnumbers_.erase(player); |
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135 | this->allowedInGame_.erase(player); |
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136 | } |
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137 | |
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138 | return valid_player; |
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139 | } |
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140 | |
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141 | void TeamGametype::spawnDeadPlayersIfRequested() |
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142 | { |
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143 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)\ |
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144 | { |
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145 | if(allowedInGame_[it->first] == false)//check if dead player is allowed to enter |
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146 | { |
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147 | continue; |
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148 | } |
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149 | if (it->second.state_ == PlayerState::Dead) |
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150 | { |
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151 | if ((it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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152 | { |
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153 | this->spawnPlayer(it->first); |
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154 | } |
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155 | } |
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156 | } |
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157 | } |
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158 | |
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159 | |
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160 | bool TeamGametype::allowPawnHit(Pawn* victim, Pawn* originator) |
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161 | {// hit allowed: if victim & originator are foes or if originator doesnot exist or if friendlyfire is allowed |
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162 | return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_); |
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163 | } |
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164 | |
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165 | bool TeamGametype::allowPawnDamage(Pawn* victim, Pawn* originator) |
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166 | { |
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167 | return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_); |
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168 | } |
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169 | |
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170 | bool TeamGametype::allowPawnDeath(Pawn* victim, Pawn* originator) |
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171 | { |
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172 | return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_); |
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173 | } |
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174 | |
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175 | SpawnPoint* TeamGametype::getBestSpawnPoint(PlayerInfo* player) const |
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176 | { |
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177 | int desiredTeamNr = -1; |
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178 | std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player); |
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179 | if (it_player != this->teamnumbers_.end()) |
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180 | desiredTeamNr = it_player->second; |
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181 | |
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182 | // Only use spawnpoints of the own team (or non-team-spawnpoints) |
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183 | std::set<SpawnPoint*> teamSpawnPoints = this->spawnpoints_; |
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184 | for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ) |
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185 | { |
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186 | if ((*it)->isA(Class(TeamSpawnPoint))) |
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187 | { |
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188 | TeamSpawnPoint* tsp = orxonox_cast<TeamSpawnPoint*>(*it); |
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189 | if (tsp && static_cast<int>(tsp->getTeamNumber()) != desiredTeamNr) |
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190 | { |
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191 | teamSpawnPoints.erase(it++); |
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192 | continue; |
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193 | } |
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194 | } |
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195 | |
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196 | ++it; |
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197 | } |
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198 | |
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199 | SpawnPoint* fallbackSpawnPoint = NULL; |
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200 | if (teamSpawnPoints.size() > 0) |
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201 | { |
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202 | unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size()))); |
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203 | unsigned int index = 0; |
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204 | // Get random fallback spawnpoint in case there is no active SpawnPoint. |
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205 | for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it) |
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206 | { |
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207 | if (index == randomspawn) |
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208 | { |
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209 | fallbackSpawnPoint = (*it); |
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210 | break; |
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211 | } |
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212 | |
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213 | ++index; |
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214 | } |
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215 | |
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216 | // Remove all inactive SpawnPoints from the list. |
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217 | for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ) |
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218 | { |
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219 | if(!(*it)->isActive()) |
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220 | { |
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221 | teamSpawnPoints.erase(it++); |
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222 | continue; |
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223 | } |
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224 | |
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225 | ++it; |
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226 | } |
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227 | |
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228 | randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size()))); |
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229 | index = 0; |
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230 | for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it) |
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231 | { |
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232 | if (index == randomspawn) |
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233 | return (*it); |
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234 | |
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235 | ++index; |
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236 | } |
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237 | |
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238 | return fallbackSpawnPoint; |
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239 | } |
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240 | |
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241 | return 0; |
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242 | } |
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243 | |
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244 | void TeamGametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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245 | { |
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246 | if (!player) |
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247 | return; |
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248 | |
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249 | this->setTeamColour(player,pawn); |
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250 | } |
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251 | |
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252 | bool TeamGametype::pawnsAreInTheSameTeam(Pawn* pawn1, Pawn* pawn2) |
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253 | { |
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254 | if (pawn1 && pawn2) |
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255 | { |
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256 | std::map<PlayerInfo*, int>::const_iterator it1 = this->teamnumbers_.find(pawn1->getPlayer()); |
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257 | std::map<PlayerInfo*, int>::const_iterator it2 = this->teamnumbers_.find(pawn2->getPlayer()); |
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258 | |
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259 | if (it1 != this->teamnumbers_.end() && it2 != this->teamnumbers_.end()) |
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260 | return (it1->second == it2->second); |
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261 | } |
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262 | return false; |
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263 | } |
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264 | |
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265 | int TeamGametype::getTeam(PlayerInfo* player) |
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266 | { |
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267 | std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player); |
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268 | if (it_player != this->teamnumbers_.end()) |
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269 | return it_player->second; |
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270 | else |
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271 | return -1; |
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272 | } |
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273 | |
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274 | void TeamGametype::setTeamColour(PlayerInfo* player, Pawn* pawn) |
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275 | { |
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276 | // Set the team colour |
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277 | std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player); |
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278 | if (it_player != this->teamnumbers_.end() && it_player->second >= 0 && it_player->second < static_cast<int>(this->teamcolours_.size())) |
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279 | { |
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280 | this->colourPawn(pawn, it_player->second); |
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281 | } |
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282 | } |
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283 | |
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284 | /** |
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285 | @brief |
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286 | Colours a pawn depending on the team values set in XML. |
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287 | A pawn is coloured depending on it's team set via XML. |
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288 | If there is a controller the pawn is coloured depending on its team which also can be set via XML. |
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289 | */ |
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290 | void TeamGametype::setDefaultObjectColour(Pawn* pawn) |
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291 | { |
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292 | if(pawn == NULL) |
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293 | return; |
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294 | |
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295 | int teamnumber = pawn->getTeam(); |
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296 | |
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297 | if(teamnumber >= 0) |
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298 | { |
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299 | this->colourPawn(pawn, teamnumber); return; |
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300 | } |
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301 | //get Pawn's controller |
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302 | ControllableEntity* entity = orxonox_cast<ControllableEntity*>(pawn); |
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303 | |
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304 | Controller* controller = 0; |
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305 | if (entity->getController()) |
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306 | controller = entity->getController(); |
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307 | else if (entity->getXMLController()) |
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308 | controller = entity->getXMLController(); |
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309 | else |
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310 | return; |
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311 | |
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312 | ArtificialController* artificial = orxonox_cast<ArtificialController*>(controller); |
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313 | //get Teamnumber - get the data |
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314 | if(artificial == NULL) |
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315 | return; |
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316 | teamnumber= artificial->getTeam(); |
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317 | |
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318 | //set ObjectColour |
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319 | this->colourPawn(pawn, teamnumber); |
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320 | } |
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321 | |
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322 | void TeamGametype::colourPawn(Pawn* pawn, int teamNr) |
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323 | {// catch: no-colouring-case and wrong input |
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324 | if(teamNr < 0 || teamNr+1 > int(this->teamcolours_.size()) ||pawn == NULL) return; |
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325 | pawn->setRadarObjectColour(this->teamcolours_[teamNr]); |
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326 | |
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327 | std::set<WorldEntity*> pawnAttachments = pawn->getAttachedObjects(); |
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328 | for (std::set<WorldEntity*>::iterator it = pawnAttachments.begin(); it != pawnAttachments.end(); ++it) |
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329 | { |
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330 | if ((*it)->isA(Class(TeamColourable))) |
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331 | { |
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332 | TeamColourable* tc = orxonox_cast<TeamColourable*>(*it); |
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333 | tc->setTeamColour(this->teamcolours_[teamNr]); |
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334 | } |
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335 | } |
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336 | } |
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337 | |
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338 | } |
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