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source: code/trunk/src/orxonox/objects/gametypes/Gametype.cc @ 2890

Last change on this file since 2890 was 2890, checked in by landauf, 15 years ago
  • Added overlay element for the Pong Gametype
  • Changed the type of the overlay's owner to BaseObject (former ControllableEntity) to allow other classes to own an overlay (for example a Gametype)
  • OverlayGroup does now use a std::set instead of a std::map to store it's overlay elements. Therefore a name is not anymore compulsory for an overlay element.
  • Property svn:eol-style set to native
File size: 11.2 KB
Line 
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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Gametype.h"
31
32#include <cstdlib>
33#include <ctime>
34
35#include "core/CoreIncludes.h"
36#include "core/ConfigValueIncludes.h"
37#include "core/Template.h"
38#include "core/Core.h"
39#include "overlays/OverlayGroup.h"
40#include "objects/infos/PlayerInfo.h"
41#include "objects/infos/Bot.h"
42#include "objects/worldentities/pawns/Spectator.h"
43#include "objects/worldentities/SpawnPoint.h"
44#include "objects/worldentities/Camera.h"
45
46namespace orxonox
47{
48    CreateUnloadableFactory(Gametype);
49
50    Gametype::Gametype(BaseObject* creator) : BaseObject(creator), gtinfo_(creator)
51    {
52        RegisterObject(Gametype);
53
54        this->setGametype(this);
55
56        this->defaultControllableEntity_ = Class(Spectator);
57
58        this->bAutoStart_ = false;
59        this->bForceSpawn_ = false;
60        this->numberOfBots_ = 0;
61
62        this->initialStartCountdown_ = 3;
63
64        this->setConfigValues();
65
66        // load the corresponding score board
67        if (Core::showsGraphics() && this->scoreboardTemplate_ != "")
68        {
69            this->scoreboard_ = new OverlayGroup(this);
70            this->scoreboard_->addTemplate(this->scoreboardTemplate_);
71            this->scoreboard_->setGametype(this);
72        }
73        else
74            this->scoreboard_ = 0;
75    }
76
77    void Gametype::setConfigValues()
78    {
79        SetConfigValue(initialStartCountdown_, 3.0f);
80        SetConfigValue(bAutoStart_, false);
81        SetConfigValue(bForceSpawn_, false);
82        SetConfigValue(numberOfBots_, 0);
83        SetConfigValue(scoreboardTemplate_, "defaultScoreboard");
84    }
85
86    void Gametype::tick(float dt)
87    {
88        SUPER(Gametype, tick, dt);
89
90        if (this->gtinfo_.bStartCountdownRunning_ && !this->gtinfo_.bStarted_)
91            this->gtinfo_.startCountdown_ -= dt;
92
93        if (!this->gtinfo_.bStarted_)
94            this->checkStart();
95        else
96            this->spawnDeadPlayersIfRequested();
97
98        this->assignDefaultPawnsIfNeeded();
99    }
100
101    void Gametype::start()
102    {
103        this->addBots(this->numberOfBots_);
104
105        this->gtinfo_.bStarted_ = true;
106
107        this->spawnPlayersIfRequested();
108    }
109
110    void Gametype::end()
111    {
112        this->gtinfo_.bEnded_ = true;
113    }
114
115    void Gametype::playerEntered(PlayerInfo* player)
116    {
117        this->players_[player].state_ = PlayerState::Joined;
118    }
119
120    bool Gametype::playerLeft(PlayerInfo* player)
121    {
122        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
123        if (it != this->players_.end())
124        {
125            this->players_.erase(it);
126            return true;
127        }
128        return false;
129    }
130
131    void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype)
132    {
133    }
134
135    void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype)
136    {
137    }
138
139    bool Gametype::playerChangedName(PlayerInfo* player)
140    {
141        if (this->players_.find(player) != this->players_.end())
142        {
143            if (player->getName() != player->getOldName())
144            {
145                return true;
146            }
147        }
148        return false;
149    }
150
151    void Gametype::pawnPreSpawn(Pawn* pawn)
152    {
153    }
154
155    void Gametype::pawnPostSpawn(Pawn* pawn)
156    {
157    }
158
159    void Gametype::playerPreSpawn(PlayerInfo* player)
160    {
161    }
162
163    void Gametype::playerPostSpawn(PlayerInfo* player)
164    {
165    }
166
167    void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
168    {
169    }
170
171    void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn)
172    {
173    }
174
175    bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator)
176    {
177        return true;
178    }
179
180    bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator)
181    {
182        return true;
183    }
184
185    bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator)
186    {
187        return true;
188    }
189
190    void Gametype::pawnKilled(Pawn* victim, Pawn* killer)
191    {
192        if (victim && victim->getPlayer())
193        {
194            std::map<PlayerInfo*, Player>::iterator it = this->players_.find(victim->getPlayer());
195            if (it != this->players_.end())
196            {
197                it->second.state_ = PlayerState::Dead;
198                it->second.killed_++;
199
200                // Reward killer
201                if (killer)
202                {
203                    std::map<PlayerInfo*, Player>::iterator it = this->players_.find(killer->getPlayer());
204                    if (it != this->players_.end())
205                        it->second.frags_++;
206                }
207
208                ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getCreator());
209                if (victim->getCamera())
210                {
211                    entity->setPosition(victim->getCamera()->getWorldPosition());
212                    entity->setOrientation(victim->getCamera()->getWorldOrientation());
213                }
214                else
215                {
216                    entity->setPosition(victim->getWorldPosition());
217                    entity->setOrientation(victim->getWorldOrientation());
218                }
219                it->first->startControl(entity);
220            }
221            else
222                COUT(2) << "Warning: Killed Pawn was not in the playerlist" << std::endl;
223        }
224    }
225
226    void Gametype::playerScored(PlayerInfo* player)
227    {
228        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
229        if (it != this->players_.end())
230            it->second.frags_++;
231    }
232
233    int Gametype::getScore(PlayerInfo* player) const
234    {
235        std::map<PlayerInfo*, Player>::const_iterator it = this->players_.find(player);
236        if (it != this->players_.end())
237            return it->second.frags_;
238        else
239            return 0;
240    }
241
242    SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const
243    {
244        if (this->spawnpoints_.size() > 0)
245        {
246            unsigned int randomspawn = (unsigned int)rnd(this->spawnpoints_.size());
247            unsigned int index = 0;
248            for (std::set<SpawnPoint*>::const_iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); ++it)
249            {
250                if (index == randomspawn)
251                    return (*it);
252
253                ++index;
254            }
255        }
256        return 0;
257    }
258
259    void Gametype::assignDefaultPawnsIfNeeded()
260    {
261        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
262        {
263            if (!it->first->getControllableEntity())
264            {
265                it->second.state_ = PlayerState::Dead;
266
267                if (!it->first->isReadyToSpawn() || !this->gtinfo_.bStarted_)
268                {
269                    SpawnPoint* spawn = this->getBestSpawnPoint(it->first);
270                    if (spawn)
271                    {
272                        // force spawn at spawnpoint with default pawn
273                        ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn);
274                        spawn->spawn(entity);
275                        it->first->startControl(entity);
276                        it->second.state_ = PlayerState::Dead;
277                    }
278                    else
279                    {
280                        COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl;
281                        abort();
282                    }
283                }
284            }
285        }
286    }
287
288    void Gametype::checkStart()
289    {
290        if (!this->gtinfo_.bStarted_)
291        {
292            if (this->gtinfo_.bStartCountdownRunning_)
293            {
294                if (this->gtinfo_.startCountdown_ <= 0)
295                {
296                    this->gtinfo_.bStartCountdownRunning_ = false;
297                    this->gtinfo_.startCountdown_ = 0;
298                    this->start();
299                }
300            }
301            else if (this->players_.size() > 0)
302            {
303                if (this->bAutoStart_)
304                {
305                    this->start();
306                }
307                else
308                {
309                    bool allplayersready = true;
310                    bool hashumanplayers = false;
311                    for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
312                    {
313                        if (!it->first->isReadyToSpawn())
314                            allplayersready = false;
315                        if (it->first->isHumanPlayer())
316                            hashumanplayers = true;
317                    }
318                    if (allplayersready && hashumanplayers)
319                    {
320                        this->gtinfo_.startCountdown_ = this->initialStartCountdown_;
321                        this->gtinfo_.bStartCountdownRunning_ = true;
322                    }
323                }
324            }
325        }
326    }
327
328    void Gametype::spawnPlayersIfRequested()
329    {
330        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
331            if (it->first->isReadyToSpawn() || this->bForceSpawn_)
332                this->spawnPlayer(it->first);
333    }
334
335    void Gametype::spawnDeadPlayersIfRequested()
336    {
337        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
338            if (it->second.state_ == PlayerState::Dead)
339                if (it->first->isReadyToSpawn() || this->bForceSpawn_)
340                    this->spawnPlayer(it->first);
341    }
342
343    void Gametype::spawnPlayer(PlayerInfo* player)
344    {
345        SpawnPoint* spawnpoint = this->getBestSpawnPoint(player);
346        if (spawnpoint)
347        {
348            this->playerPreSpawn(player);
349            player->startControl(spawnpoint->spawn());
350            this->players_[player].state_ = PlayerState::Alive;
351            this->playerPostSpawn(player);
352        }
353        else
354        {
355            COUT(1) << "Error: No SpawnPoints in current Gametype" << std::endl;
356            abort();
357        }
358    }
359
360    void Gametype::addBots(unsigned int amount)
361    {
362        for (unsigned int i = 0; i < amount; ++i)
363            this->botclass_.fabricate(this);
364    }
365
366    void Gametype::killBots(unsigned int amount)
367    {
368        unsigned int i = 0;
369        for (ObjectList<Bot>::iterator it = ObjectList<Bot>::begin(); (it != ObjectList<Bot>::end()) && ((amount == 0) || (i < amount)); )
370        {
371            if (it->getGametype() == this)
372            {
373                delete (*(it++));
374                ++i;
375            }
376        }
377    }
378}
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