| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | #define DEBUG_MODULE_GAME_RULES | 
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| 16 |  | 
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| 17 | #include "multiplayer_team_deathmatch.h" | 
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| 18 |  | 
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| 19 | #include "util/loading/load_param.h" | 
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| 20 | #include "util/loading/factory.h" | 
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| 21 |  | 
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| 22 | #include "render2D/billboard.h" | 
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| 23 | #include "state.h" | 
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| 24 | #include "class_list.h" | 
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| 25 |  | 
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| 26 | #include "player.h" | 
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| 27 | #include "playable.h" | 
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| 28 | #include "space_ships/space_ship.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 | #include "shared_network_data.h" | 
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| 32 | #include "terrain.h" | 
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| 33 | #include "class_list.h" | 
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| 34 | #include "space_ships/space_ship.h" | 
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| 35 |  | 
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| 36 |  | 
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| 37 | using namespace std; | 
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| 38 |  | 
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| 39 |  | 
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| 40 | CREATE_FACTORY(MultiplayerTeamDeathmatch, CL_MULTIPLAYER_TEAM_DEATHMATCH); | 
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| 41 |  | 
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| 42 |  | 
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| 43 | /** | 
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| 44 |  * constructor | 
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| 45 |  */ | 
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| 46 | MultiplayerTeamDeathmatch::MultiplayerTeamDeathmatch(const TiXmlElement* root) | 
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| 47 |   : GameRules(root) | 
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| 48 | { | 
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| 49 |   this->setClassID(CL_MULTIPLAYER_TEAM_DEATHMATCH, "MultiplayerTeamDeathmatch"); | 
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| 50 |  | 
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| 51 |   this->bLocalPlayerDead = false; | 
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| 52 |   this->deathTimeout = 10.0f;     // 5 seconds | 
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| 53 |   this->timeout = 0.0f; | 
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| 54 |  | 
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| 55 |   this->deathScreen = new Billboard(); | 
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| 56 |   this->deathScreen->setSize(State::getResX()/4.0, State::getResY()/4.0); | 
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| 57 |   this->deathScreen->setAbsCoor2D(State::getResX()/2.0f, State::getResY()/2.0f); | 
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| 58 |   this->deathScreen->setVisibility(false); | 
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| 59 |  | 
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| 60 |   this->localPlayer = State::getPlayer(); | 
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| 61 |  | 
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| 62 |   if( root != NULL) | 
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| 63 |     this->loadParams(root); | 
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| 64 | } | 
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| 65 |  | 
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| 66 | /** | 
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| 67 |  * decontsructor | 
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| 68 |  */ | 
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| 69 | MultiplayerTeamDeathmatch::~MultiplayerTeamDeathmatch() | 
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| 70 | { | 
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| 71 |   if( this->deathScreen) | 
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| 72 |     delete this->deathScreen; | 
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| 73 | } | 
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| 74 |  | 
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| 75 |  | 
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| 76 |  | 
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| 77 | void MultiplayerTeamDeathmatch::loadParams(const TiXmlElement* root) | 
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| 78 | { | 
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| 79 |   GameRules::loadParams(root) ; | 
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| 80 |  | 
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| 81 |   LoadParam(root, "death-penalty-timeout", this, MultiplayerTeamDeathmatch, setDeathPenaltyTimeout) | 
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| 82 |       .describe("sets the time in seconds a player has to wait for respawn"); | 
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| 83 |  | 
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| 84 |   LoadParam(root, "max-kills", this, MultiplayerTeamDeathmatch, setMaxKills) | 
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| 85 |       .describe("sets the maximal kills for winning condition"); | 
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| 86 |  | 
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| 87 |   LoadParam(root, "death-screen-image", this, MultiplayerTeamDeathmatch, setDeathScreen) | 
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| 88 |       .describe("sets the death screen image"); | 
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| 89 |  | 
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| 90 | } | 
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| 91 |  | 
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| 92 |  | 
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| 93 |  | 
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| 94 | void MultiplayerTeamDeathmatch::setDeathScreen(const std::string& imageName) | 
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| 95 | { | 
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| 96 |   if( this->deathScreen) | 
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| 97 |     this->deathScreen->setTexture(imageName); | 
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| 98 | } | 
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| 99 |  | 
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| 100 |  | 
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| 101 |  | 
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| 102 | /** | 
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| 103 |  * called when the player enters the game | 
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| 104 |  * @param player the spawned player | 
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| 105 |  */ | 
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| 106 | void MultiplayerTeamDeathmatch::onPlayerSpawn() | 
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| 107 | { | 
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| 108 |   this->bLocalPlayerDead = false; | 
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| 109 |   this->deathScreen->setVisibility(false); | 
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| 110 | } | 
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| 111 |  | 
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| 112 |  | 
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| 113 | /** | 
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| 114 |  * when the player is killed | 
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| 115 |  * @param player the killed player | 
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| 116 |  */ | 
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| 117 | void MultiplayerTeamDeathmatch::onPlayerDeath() | 
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| 118 | { | 
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| 119 |   this->bLocalPlayerDead = true; | 
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| 120 |   this->deathScreen->setVisibility(true); | 
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| 121 | } | 
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| 122 |  | 
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| 123 |  | 
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| 124 | /** | 
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| 125 |  * time tick | 
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| 126 |  * @param dt time | 
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| 127 |  */ | 
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| 128 | void MultiplayerTeamDeathmatch::tick(float dt) | 
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| 129 | { | 
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| 130 |   this->checkGameRules(); | 
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| 131 |  | 
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| 132 |   // is the local player dead and inactive | 
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| 133 |   if( unlikely(this->bLocalPlayerDead)) | 
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| 134 |   { | 
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| 135 |     this->timeout += dt; | 
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| 136 |     PRINTF(0)("TICK DEATH: %f of %f\n", this->timeout, this->deathTimeout); | 
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| 137 |     // long enough dead? | 
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| 138 |     if( this->timeout >= this->deathTimeout) | 
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| 139 |     { | 
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| 140 |       this->timeout = 0.0f; | 
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| 141 |       // respawn | 
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| 142 |       PRINTF(0)("RESPAWN\n"); | 
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| 143 |       (State::getPlayer())->getPlayable()->respawn(); | 
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| 144 |     } | 
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| 145 |   } | 
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| 146 | } | 
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| 147 |  | 
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| 148 |  | 
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| 149 | /** | 
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| 150 |  * draws the stuff | 
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| 151 |  */ | 
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| 152 | void MultiplayerTeamDeathmatch::draw() | 
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| 153 | { | 
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| 154 |   if( unlikely( this->bLocalPlayerDead)) | 
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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 |  | 
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| 161 | /** | 
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| 162 |  * check the game rules for consistency | 
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| 163 |  */ | 
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| 164 | void MultiplayerTeamDeathmatch::checkGameRules() | 
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| 165 | { | 
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| 166 |  | 
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| 167 |   Vector big_left(-201, 0, 0); | 
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| 168 |   float rBig = 176.0f; | 
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| 169 |   Vector big_right(177, 0, 0); | 
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| 170 |   Vector small_left(10, 0, 0); | 
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| 171 |   Vector small_middle(0, 0, 0); | 
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| 172 |   Vector small_right(-10, 0, 0); | 
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| 173 |   float rSmall = 90.0f; | 
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| 174 |  | 
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| 175 |  | 
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| 176 |   // check for max killing count | 
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| 177 |   if( this->teamAKills >= this->maxKills) | 
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| 178 |   { | 
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| 179 |     // team A winns | 
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| 180 |   } | 
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| 181 |   else if( this->teamBKills >= this->maxKills) | 
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| 182 |   { | 
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| 183 |     // team B winns | 
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| 184 |   } | 
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| 185 |  | 
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| 186 |  | 
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| 187 |   if ( SharedNetworkData::getInstance()->isGameServer() ) | 
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| 188 |   { | 
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| 189 |     float offsetx = 500.0f; | 
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| 190 |     float offsety = 323.0f; | 
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| 191 |     float offsetz = 200.0f; | 
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| 192 |  | 
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| 193 |     offsetz += 10; | 
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| 194 |  | 
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| 195 |     Terrain * terrain = dynamic_cast<Terrain*>(*(ClassList::getList( CL_TERRAIN )->begin())); | 
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| 196 |     const std::list<BaseObject*> * list = ClassList::getList( CL_SPACE_SHIP ); | 
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| 197 |     for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++) | 
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| 198 |     { | 
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| 199 |       SpaceShip * ss = dynamic_cast<SpaceShip*>(*it); | 
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| 200 |       float terrx = ss->getAbsCoor().x + offsetx; | 
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| 201 |       float terry = ss->getAbsCoor().z + offsetz; | 
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| 202 |       float terrz = ss->getAbsCoor().y + offsety; | 
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| 203 |       if ( terrz < terrain->getHeight( terrx, terry ) && ss->getAbsCoor().x > -1000 ) | 
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| 204 |       { | 
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| 205 |         //PRINTF(0)("COLLLLLLIIIIIDDDDEEEE\n"); | 
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| 206 |         ss->networkCollisionList.push_back( 1234567890 ); | 
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| 207 |         ss->doCollideNetwork( 1234567890 ); | 
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| 208 |       } | 
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| 209 |       //PRINTF(0)("x = %f, y = %f, z = %f, height = %f\n", terrx, terry, terrz, terrain->getHeight( terrx, terry )); | 
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| 210 |       //ss->setRelCoorSoft( ss->getAbsCoor().x, terrain->getHeight( terrx, terry )-offsety, ss->getAbsCoor().z ); | 
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| 211 |  | 
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| 212 |       float dist = (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_left).len(); | 
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| 213 |       if( (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_left).len() > rBig && | 
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| 214 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_right).len() > rBig && | 
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| 215 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_left).len() > rSmall && | 
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| 216 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_middle).len() > rSmall && | 
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| 217 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_right).len() > rSmall | 
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| 218 |            && ss->getAbsCoor().x > -1000) | 
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| 219 |       { | 
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| 220 |         PRINTF(0)("KILLLLLLLL\n"); | 
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| 221 |  | 
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| 222 |         if((*it)->isA(CL_SPACE_SHIP)) | 
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| 223 |         { | 
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| 224 |           dynamic_cast<SpaceShip*>(*it)->networkCollisionList.push_back(1163692); | 
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| 225 |           dynamic_cast<SpaceShip*>(*it)->doCollideNetwork(11636922); | 
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| 226 |         } | 
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| 227 |       } | 
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| 228 |     } | 
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| 229 |   } | 
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| 230 |  | 
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| 231 |  | 
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| 232 | #if 0 | 
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| 233 |   std::list<BaseObject*>::const_iterator it; | 
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| 234 |   const std::list<BaseObject*>* list = ClassList::getList(CL_PLAYABLE); | 
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| 235 |  | 
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| 236 |   if( SharedNetworkData::getInstance()->isGameServer()) | 
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| 237 |   { | 
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| 238 |     for(it = list->begin(); it != list->end(); it++) | 
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| 239 |     { | 
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| 240 |       float dist = (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_left).len(); | 
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| 241 |       if( (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_left).len() > rBig && | 
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| 242 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_right).len() > rBig && | 
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| 243 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_left).len() > rSmall && | 
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| 244 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_middle).len() > rSmall && | 
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| 245 |            (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_right).len() > rSmall) | 
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| 246 |       { | 
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| 247 |         PRINTF(0)("KILLLLLLLL\n"); | 
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| 248 |  | 
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| 249 |         if((*it)->isA(CL_SPACE_SHIP)) | 
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| 250 |           dynamic_cast<SpaceShip*>(*it)->doCollideNetwork(116369220.33434f); | 
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| 251 |       } | 
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| 252 |     } | 
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| 253 |   } | 
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| 254 | #endif | 
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| 255 |  | 
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| 256 | } | 
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| 257 |  | 
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| 258 |  | 
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| 259 |  | 
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| 260 |  | 
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| 261 |  | 
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| 262 |  | 
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