/* * 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: * Damian 'Mozork' Frick * */ /** @file GametypeInfo.cc @brief Implementation of the GametypeInfo class */ #include "GametypeInfo.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "network/Host.h" #include "network/NetworkFunctionIncludes.h" #include "util/Convert.h" #include "controllers/HumanController.h" #include "interfaces/GametypeMessageListener.h" #include "interfaces/NotificationListener.h" #include "PlayerInfo.h" namespace orxonox { RegisterUnloadableClass(GametypeInfo); registerMemberNetworkFunction(GametypeInfo, dispatchAnnounceMessage); registerMemberNetworkFunction(GametypeInfo, dispatchKillMessage); registerMemberNetworkFunction(GametypeInfo, dispatchDeathMessage); registerMemberNetworkFunction(GametypeInfo, dispatchStaticMessage); registerMemberNetworkFunction(GametypeInfo, dispatchFadingMessage); registerMemberNetworkFunction(GametypeInfo, changedReadyToSpawn); registerMemberNetworkFunction(GametypeInfo, changedSpawned); /*static*/ const std::string GametypeInfo::NOTIFICATION_SENDER("gameinfo"); /** @brief Registers and initializes the object. */ GametypeInfo::GametypeInfo(Context* context) : Info(context) { RegisterObject(GametypeInfo); this->bStarted_ = false; this->bEnded_ = false; this->startCountdown_ = 10.0f; this->bStartCountdownRunning_ = false; this->counter_ = 10; this->spawned_ = false; this->readyToSpawn_ = false; this->registerVariables(); } GametypeInfo::~GametypeInfo() { } void GametypeInfo::registerVariables() { registerVariable(this->bStarted_, VariableDirection::ToClient, new NetworkCallback(this, &GametypeInfo::changedStarted)); registerVariable(this->bEnded_, VariableDirection::ToClient, new NetworkCallback(this, &GametypeInfo::changedEnded)); registerVariable(this->bStartCountdownRunning_, VariableDirection::ToClient, new NetworkCallback(this, &GametypeInfo::changedStartCountdownRunning)); registerVariable(this->startCountdown_, VariableDirection::ToClient); registerVariable(this->counter_, VariableDirection::ToClient, new NetworkCallback(this, &GametypeInfo::changedCountdownCounter)); registerVariable(this->hudtemplate_, VariableDirection::ToClient); } /** @brief Is called when the game has changed to started. */ void GametypeInfo::changedStarted(void) { NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER); } /** @brief Is called when the game has changed to ended. */ void GametypeInfo::changedEnded(void) { // If the game has ended, a "Game has ended" notification is displayed. if(this->hasEnded()) NotificationListener::sendNotification("Game has ended", GametypeInfo::NOTIFICATION_SENDER); } /** @brief Is called when the start countdown has been either started or stopped. */ void GametypeInfo::changedStartCountdownRunning(void) { // Send first countdown notification if the countdown has started. if(this->isReadyToSpawn() && !this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded()) NotificationListener::sendNotification(multi_cast(this->counter_), GametypeInfo::NOTIFICATION_SENDER); } /** @brief Is called when the start countdown counter has changed. */ void GametypeInfo::changedCountdownCounter(void) { // Send countdown notification if the counter has gone down. if(this->isReadyToSpawn() && !this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded()) NotificationListener::sendNotification(multi_cast(this->counter_), GametypeInfo::NOTIFICATION_SENDER); } /** @brief Inform the GametypeInfo that the local player has changed its ready to spawn status. @param ready Whether the player has become ready to spawn or not. */ void GametypeInfo::changedReadyToSpawn(bool ready) { if(this->readyToSpawn_ == ready) return; this->readyToSpawn_ = ready; // Send "Waiting for other players" if the player is ready to spawn but the game has not yet started nor is the countdown running. if(this->readyToSpawn_ && !this->hasStarted() && !this->isStartCountdownRunning() && !this->hasEnded()) NotificationListener::sendNotification("Waiting for other players", GametypeInfo::NOTIFICATION_SENDER); // Send current countdown if the player is ready to spawn and the countdown has already started. else if(this->readyToSpawn_ && !this->hasStarted() && this->isStartCountdownRunning() && !this->hasEnded()) NotificationListener::sendNotification(multi_cast(this->counter_), GametypeInfo::NOTIFICATION_SENDER); } /** @brief Inform the GametypeInfo that the game has started. */ void GametypeInfo::start(void) { if(this->bStarted_) { return;} this->bStarted_ = true; this->changedStarted(); } /** @brief Inform the GametypeInfo that the game has ended. */ void GametypeInfo::end(void) { if(this->bEnded_) return; this->bEnded_ = true; this->changedEnded(); } /** @brief Set the start countdown to the input value. @param countdown The countdown to be set. */ void GametypeInfo::setStartCountdown(float countdown) { if(this->startCountdown_ == countdown || countdown < 0.0f) return; this->startCountdown_ = countdown; // Set the counter to the ceiling of the current countdown. this->counter_ = static_cast(std::ceil(countdown)); this->changedCountdownCounter(); } /** @brief Count down the start countdown by the specified value. @param countDown The amount by which we count down. */ void GametypeInfo::countdownStartCountdown(float countDown) { float newCountdown = this->startCountdown_ - countDown; // If we have switched integers or arrived at zero, we also count down the start countdown counter. if(ceil(newCountdown) != ceil(this->startCountdown_) || newCountdown <= 0.0f) this->countDown(); this->startCountdown_ = newCountdown; } /** @brief Count down the start countdown counter. */ void GametypeInfo::countDown() { if(this->counter_ == 0) return; this->counter_--; this->changedCountdownCounter(); } /** @brief Inform the GametypeInfo about the start of the start countdown. */ void GametypeInfo::startStartCountdown(void) { if(GameMode::isMaster()) { if(this->bStartCountdownRunning_) return; this->bStartCountdownRunning_ = true; this->changedStartCountdownRunning(); } } /** @brief Inform the GametypeInfo about the stop of the start countdown. */ void GametypeInfo::stopStartCountdown(void) { if(GameMode::isMaster()) { if(!this->bStartCountdownRunning_) return; this->bStartCountdownRunning_ = false; this->changedStartCountdownRunning(); } } /** @brief Inform the GametypeInfo about a player that is ready to spawn. @param player The player that is ready to spawn. */ void GametypeInfo::playerReadyToSpawn(PlayerInfo* player) { if(GameMode::isMaster()) { // If the player has spawned already. if(this->spawnedPlayers_.find(player) != this->spawnedPlayers_.end()) return; this->spawnedPlayers_.insert(player); this->setReadyToSpawnHelper(player, true); } } /** @brief Inform the GametypeInfo about a player whose Pawn has been killed. @param player The player whose Pawn has been killed. */ void GametypeInfo::pawnKilled(PlayerInfo* player) { if(GameMode::isMaster()) { NotificationListener::sendNotification("Press [Fire] to respawn", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID()); // Remove the player from the list of players that have spawned, since it currently is not. this->spawnedPlayers_.erase(player); this->setReadyToSpawnHelper(player, false); this->setSpawnedHelper(player, false); } } /** @brief Inform the GametypeInfo about a player that has spawned. @param player The player that has spawned. */ void GametypeInfo::playerSpawned(PlayerInfo* player) { if(GameMode::isMaster()) { if(this->hasStarted() && !this->hasEnded()) this->setSpawnedHelper(player, true); } } /** @brief Inform the GametypeInfo that the local player has changed its spawned status. @param spawned Whether the local player has changed to spawned or to not spawned. */ void GametypeInfo::changedSpawned(bool spawned) { if(this->spawned_ == spawned) return; this->spawned_ = spawned; // Clear the notifications if the Player has spawned. if(this->spawned_ && !this->hasEnded()) NotificationListener::sendCommand("clear", GametypeInfo::NOTIFICATION_SENDER); } /** @brief Inform the GametypeInfo about a player that has entered, @param player The player that has entered. */ void GametypeInfo::playerEntered(PlayerInfo* player) { if(GameMode::isMaster()) { if( player->isHumanPlayer() ) { // Display "Press [Fire] to start the match" if the game has not yet ended. if(!this->hasEnded()) NotificationListener::sendNotification("Press [Fire] to start the match", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID()); // Else display "Game has ended". else NotificationListener::sendNotification("Game has ended", GametypeInfo::NOTIFICATION_SENDER, notificationMessageType::info, notificationSendMode::network, player->getClientID()); } } } /** @brief Helper method. Sends changedReadyToSpawn notifiers over the network. @param player The player that has changed its ready to spawn status. @param ready The new ready to spawn status. */ void GametypeInfo::setReadyToSpawnHelper(PlayerInfo* player, bool ready) { if(GameMode::isMaster()) { if(player->getClientID() == CLIENTID_SERVER) this->changedReadyToSpawn(ready); else callMemberNetworkFunction(&GametypeInfo::changedReadyToSpawn, this->getObjectID(), player->getClientID(), ready); } } /** @brief Helper method. Sends changedSpawned notifiers over the network. @param player The player that has changed its spawned status. @param ready The new spawned status. */ void GametypeInfo::setSpawnedHelper(PlayerInfo* player, bool spawned) { if(GameMode::isMaster()) { if(player->getClientID() == CLIENTID_SERVER) this->changedSpawned(spawned); else callMemberNetworkFunction(&GametypeInfo::changedSpawned, this->getObjectID(), player->getClientID(), spawned); } } // Announce messages. // TODO: Replace with notifications. void GametypeInfo::sendAnnounceMessage(const std::string& message) const { if (GameMode::isMaster()) { callMemberNetworkFunction(&GametypeInfo::dispatchAnnounceMessage, this->getObjectID(), NETWORK_PEER_ID_BROADCAST, message); this->dispatchAnnounceMessage(message); } } void GametypeInfo::sendAnnounceMessage(const std::string& message, unsigned int clientID) const { if (GameMode::isMaster()) { if (clientID == CLIENTID_SERVER) this->dispatchAnnounceMessage(message); else callMemberNetworkFunction(&GametypeInfo::dispatchAnnounceMessage, this->getObjectID(), clientID, message); } } void GametypeInfo::sendKillMessage(const std::string& message, unsigned int clientID) const { if (GameMode::isMaster()) { if (clientID == CLIENTID_SERVER) this->dispatchKillMessage(message); else callMemberNetworkFunction(&GametypeInfo::dispatchKillMessage, this->getObjectID(), clientID, message); } } void GametypeInfo::sendDeathMessage(const std::string& message, unsigned int clientID) const { if (GameMode::isMaster()) { if (clientID == CLIENTID_SERVER) this->dispatchDeathMessage(message); else callMemberNetworkFunction(&GametypeInfo::dispatchDeathMessage, this->getObjectID(), clientID, message); } } void GametypeInfo::sendStaticMessage(const std::string& message, unsigned int clientID, const ColourValue& colour) const { if (GameMode::isMaster()) { if (clientID == CLIENTID_SERVER) this->dispatchStaticMessage(message, colour); else callMemberNetworkFunction(&GametypeInfo::dispatchStaticMessage, this->getObjectID(), clientID, message, colour); } } void GametypeInfo::sendFadingMessage(const std::string& message, unsigned int clientID) const { if (GameMode::isMaster()) { if (clientID == CLIENTID_SERVER) this->dispatchFadingMessage(message); else callMemberNetworkFunction(&GametypeInfo::dispatchFadingMessage, this->getObjectID(), clientID, message); } } void GametypeInfo::dispatchAnnounceMessage(const std::string& message) const { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->announcemessage(this, message); } void GametypeInfo::dispatchKillMessage(const std::string& message) const { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->killmessage(this, message); } void GametypeInfo::dispatchDeathMessage(const std::string& message) const { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->deathmessage(this, message); } void GametypeInfo::dispatchStaticMessage(const std::string& message, const ColourValue& colour) const { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->staticmessage(this, message, colour); } void GametypeInfo::dispatchFadingMessage(const std::string& message) const { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->fadingmessage(this, message); } }