[2072] | 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 | * Fabian 'x3n' Landau |
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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 "Gametype.h" |
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| 30 | |
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[3196] | 31 | #include "util/Math.h" |
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[8079] | 32 | #include "core/Core.h" |
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[2072] | 33 | #include "core/CoreIncludes.h" |
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[9667] | 34 | #include "core/config/ConfigValueIncludes.h" |
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[2896] | 35 | #include "core/GameMode.h" |
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[10624] | 36 | #include "core/command/ConsoleCommandIncludes.h" |
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[9977] | 37 | #include "gamestates/GSLevel.h" |
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[3196] | 38 | |
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[5735] | 39 | #include "infos/PlayerInfo.h" |
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| 40 | #include "infos/Bot.h" |
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[5737] | 41 | #include "graphics/Camera.h" |
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[5735] | 42 | #include "worldentities/ControllableEntity.h" |
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| 43 | #include "worldentities/SpawnPoint.h" |
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| 44 | #include "worldentities/pawns/Spectator.h" |
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| 45 | #include "worldentities/pawns/Pawn.h" |
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[3196] | 46 | #include "overlays/OverlayGroup.h" |
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[10281] | 47 | #include "Scene.h" |
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[2072] | 48 | |
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| 49 | namespace orxonox |
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| 50 | { |
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[10624] | 51 | static const std::string __CC_addBots_name = "addBots"; |
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| 52 | static const std::string __CC_killBots_name = "killBots"; |
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| 53 | |
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| 54 | SetConsoleCommand("Gametype", __CC_addBots_name, &Gametype::addBots ).addShortcut().defaultValues(1); |
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| 55 | SetConsoleCommand("Gametype", __CC_killBots_name, &Gametype::killBots).addShortcut().defaultValues(0); |
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| 56 | |
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[9667] | 57 | RegisterUnloadableClass(Gametype); |
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[2072] | 58 | |
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[9667] | 59 | Gametype::Gametype(Context* context) : BaseObject(context) |
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[2072] | 60 | { |
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| 61 | RegisterObject(Gametype); |
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[6417] | 62 | |
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[10624] | 63 | this->setGametype(WeakPtr<Gametype>(this)); // store a weak-pointer to itself (a strong-pointer would create a recursive dependency) |
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| 64 | |
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[9667] | 65 | this->gtinfo_ = new GametypeInfo(context); |
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[2072] | 66 | |
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| 67 | this->defaultControllableEntity_ = Class(Spectator); |
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[11071] | 68 | this->scoreboard_ = nullptr; |
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[2072] | 69 | |
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| 70 | this->bAutoStart_ = false; |
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| 71 | this->bForceSpawn_ = false; |
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[9977] | 72 | this->bAutoEnd_ = true; |
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[2662] | 73 | this->numberOfBots_ = 0; |
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[2072] | 74 | |
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[3033] | 75 | this->timeLimit_ = 0; |
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| 76 | this->time_ = 0; |
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| 77 | this->timerIsActive_ = false; |
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| 78 | |
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[2072] | 79 | this->initialStartCountdown_ = 3; |
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[2662] | 80 | |
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| 81 | this->setConfigValues(); |
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| 82 | |
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[10624] | 83 | ModifyConsoleCommand(__CC_addBots_name).setObject(this); |
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| 84 | ModifyConsoleCommand(__CC_killBots_name).setObject(this); |
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[2072] | 85 | } |
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[6417] | 86 | |
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[5929] | 87 | Gametype::~Gametype() |
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| 88 | { |
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| 89 | if (this->isInitialized()) |
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| 90 | { |
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[10624] | 91 | if (this->gtinfo_) |
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| 92 | this->gtinfo_->destroy(); |
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| 93 | |
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[11071] | 94 | ModifyConsoleCommand(__CC_addBots_name).setObject(nullptr); |
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| 95 | ModifyConsoleCommand(__CC_killBots_name).setObject(nullptr); |
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[5929] | 96 | } |
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| 97 | } |
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[11358] | 98 | |
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[10624] | 99 | /** |
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| 100 | * @brief Initializes sub-objects of the Gametype. This must be called after the constructor. |
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| 101 | * At this point, the context is expected to have the current gametype. This allows to pass the current gametype to the sub-objects via constructor. |
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| 102 | */ |
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| 103 | void Gametype::init() |
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| 104 | { |
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| 105 | // load the corresponding score board |
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| 106 | if (GameMode::showsGraphics() && !this->scoreboardTemplate_.empty()) |
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| 107 | { |
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| 108 | this->scoreboard_ = new OverlayGroup(this->getContext()); |
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| 109 | this->scoreboard_->addTemplate(this->scoreboardTemplate_); |
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| 110 | } |
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| 111 | } |
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| 112 | |
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[2662] | 113 | void Gametype::setConfigValues() |
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| 114 | { |
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| 115 | SetConfigValue(initialStartCountdown_, 3.0f); |
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| 116 | SetConfigValue(bAutoStart_, false); |
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| 117 | SetConfigValue(bForceSpawn_, false); |
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[9977] | 118 | SetConfigValue(bAutoEnd_, true); |
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[2662] | 119 | SetConfigValue(numberOfBots_, 0); |
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| 120 | SetConfigValue(scoreboardTemplate_, "defaultScoreboard"); |
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| 121 | } |
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| 122 | |
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[2072] | 123 | void Gametype::tick(float dt) |
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| 124 | { |
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[2662] | 125 | SUPER(Gametype, tick, dt); |
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[2072] | 126 | |
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[3033] | 127 | //count timer |
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| 128 | if (timerIsActive_) |
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| 129 | { |
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| 130 | if (this->timeLimit_ == 0) |
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| 131 | this->time_ += dt; |
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| 132 | else |
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| 133 | this->time_ -= dt; |
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| 134 | } |
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| 135 | |
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[8706] | 136 | if (this->gtinfo_->isStartCountdownRunning() && !this->gtinfo_->hasStarted()) |
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| 137 | this->gtinfo_->countdownStartCountdown(dt); |
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[9260] | 138 | |
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[8706] | 139 | if (!this->gtinfo_->hasStarted()) |
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| 140 | { |
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[11071] | 141 | for (const auto& mapEntry : this->players_) |
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[8706] | 142 | { |
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| 143 | // Inform the GametypeInfo that the player is ready to spawn. |
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[11071] | 144 | if(mapEntry.first->isHumanPlayer() && mapEntry.first->isReadyToSpawn()) |
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| 145 | this->gtinfo_->playerReadyToSpawn(mapEntry.first); |
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[8706] | 146 | } |
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[9260] | 147 | |
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[2072] | 148 | this->checkStart(); |
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[8706] | 149 | } |
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| 150 | else if (!this->gtinfo_->hasEnded()) |
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[2171] | 151 | this->spawnDeadPlayersIfRequested(); |
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[2072] | 152 | |
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| 153 | this->assignDefaultPawnsIfNeeded(); |
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| 154 | } |
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| 155 | |
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| 156 | void Gametype::start() |
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| 157 | { |
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[2826] | 158 | this->addBots(this->numberOfBots_); |
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[8706] | 159 | this->gtinfo_->start(); |
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[2072] | 160 | this->spawnPlayersIfRequested(); |
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| 161 | } |
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| 162 | |
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| 163 | void Gametype::end() |
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| 164 | { |
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[8706] | 165 | this->gtinfo_->end(); |
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[9977] | 166 | if (this->bAutoEnd_) |
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[9980] | 167 | { |
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| 168 | this->showMenuTimer_.setTimer(3.0f, true, createExecutor(createFunctor(&Gametype::showMenu, this))); |
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[9977] | 169 | } |
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[3033] | 170 | |
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[11071] | 171 | for (const auto& mapEntry : this->players_) |
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[3033] | 172 | { |
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[11071] | 173 | if (mapEntry.first->getControllableEntity()) |
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[3033] | 174 | { |
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[11071] | 175 | ControllableEntity* oldentity = mapEntry.first->getControllableEntity(); |
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[3038] | 176 | |
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[9667] | 177 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(oldentity->getContext()); |
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[3033] | 178 | if (oldentity->getCamera()) |
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| 179 | { |
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| 180 | entity->setPosition(oldentity->getCamera()->getWorldPosition()); |
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| 181 | entity->setOrientation(oldentity->getCamera()->getWorldOrientation()); |
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| 182 | } |
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| 183 | else |
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| 184 | { |
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| 185 | entity->setPosition(oldentity->getWorldPosition()); |
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| 186 | entity->setOrientation(oldentity->getWorldOrientation()); |
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| 187 | } |
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[11071] | 188 | mapEntry.first->startControl(entity); |
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[3033] | 189 | } |
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| 190 | else |
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[11071] | 191 | this->spawnPlayerAsDefaultPawn(mapEntry.first); |
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[3033] | 192 | } |
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[2072] | 193 | } |
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| 194 | |
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| 195 | void Gametype::playerEntered(PlayerInfo* player) |
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| 196 | { |
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[2662] | 197 | this->players_[player].state_ = PlayerState::Joined; |
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[8706] | 198 | this->gtinfo_->playerEntered(player); |
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[2072] | 199 | } |
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| 200 | |
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[2826] | 201 | bool Gametype::playerLeft(PlayerInfo* player) |
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[2072] | 202 | { |
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[2662] | 203 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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[2072] | 204 | if (it != this->players_.end()) |
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| 205 | { |
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| 206 | this->players_.erase(it); |
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[2826] | 207 | return true; |
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[2072] | 208 | } |
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[2826] | 209 | return false; |
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[2072] | 210 | } |
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| 211 | |
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| 212 | void Gametype::playerSwitched(PlayerInfo* player, Gametype* newgametype) |
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| 213 | { |
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| 214 | } |
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| 215 | |
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| 216 | void Gametype::playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype) |
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| 217 | { |
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| 218 | } |
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| 219 | |
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[2826] | 220 | bool Gametype::playerChangedName(PlayerInfo* player) |
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[2072] | 221 | { |
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| 222 | if (this->players_.find(player) != this->players_.end()) |
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| 223 | { |
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| 224 | if (player->getName() != player->getOldName()) |
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| 225 | { |
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[2826] | 226 | return true; |
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[2072] | 227 | } |
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| 228 | } |
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[2826] | 229 | return false; |
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[2072] | 230 | } |
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| 231 | |
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| 232 | void Gametype::pawnPreSpawn(Pawn* pawn) |
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| 233 | { |
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| 234 | } |
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| 235 | |
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| 236 | void Gametype::pawnPostSpawn(Pawn* pawn) |
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| 237 | { |
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| 238 | } |
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| 239 | |
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[2826] | 240 | void Gametype::playerPreSpawn(PlayerInfo* player) |
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[2072] | 241 | { |
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[2826] | 242 | } |
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[2662] | 243 | |
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[2826] | 244 | void Gametype::playerPostSpawn(PlayerInfo* player) |
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| 245 | { |
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| 246 | } |
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[2662] | 247 | |
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[2826] | 248 | void Gametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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| 249 | { |
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| 250 | } |
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| 251 | |
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| 252 | void Gametype::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn) |
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| 253 | { |
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| 254 | } |
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| 255 | |
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| 256 | bool Gametype::allowPawnHit(Pawn* victim, Pawn* originator) |
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| 257 | { |
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| 258 | return true; |
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| 259 | } |
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| 260 | |
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| 261 | bool Gametype::allowPawnDamage(Pawn* victim, Pawn* originator) |
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| 262 | { |
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| 263 | return true; |
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| 264 | } |
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| 265 | |
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| 266 | bool Gametype::allowPawnDeath(Pawn* victim, Pawn* originator) |
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| 267 | { |
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| 268 | return true; |
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| 269 | } |
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| 270 | |
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| 271 | void Gametype::pawnKilled(Pawn* victim, Pawn* killer) |
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| 272 | { |
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[2662] | 273 | if (victim && victim->getPlayer()) |
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| 274 | { |
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| 275 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(victim->getPlayer()); |
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| 276 | if (it != this->players_.end()) |
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| 277 | { |
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| 278 | it->second.state_ = PlayerState::Dead; |
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| 279 | it->second.killed_++; |
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| 280 | |
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| 281 | // Reward killer |
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[3099] | 282 | if (killer && killer->getPlayer()) |
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[2839] | 283 | { |
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| 284 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(killer->getPlayer()); |
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| 285 | if (it != this->players_.end()) |
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[3099] | 286 | { |
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[2839] | 287 | it->second.frags_++; |
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[3099] | 288 | |
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[8327] | 289 | if (killer->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN) |
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[5929] | 290 | this->gtinfo_->sendKillMessage("You killed " + victim->getPlayer()->getName(), killer->getPlayer()->getClientID()); |
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[8327] | 291 | if (victim->getPlayer()->getClientID() != NETWORK_PEER_ID_UNKNOWN) |
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[5929] | 292 | this->gtinfo_->sendDeathMessage("You were killed by " + killer->getPlayer()->getName(), victim->getPlayer()->getClientID()); |
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[3099] | 293 | } |
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[2839] | 294 | } |
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[2662] | 295 | |
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[8706] | 296 | if(victim->getPlayer()->isHumanPlayer()) |
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| 297 | this->gtinfo_->pawnKilled(victim->getPlayer()); |
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| 298 | |
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[9667] | 299 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getContext()); |
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[2662] | 300 | if (victim->getCamera()) |
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| 301 | { |
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| 302 | entity->setPosition(victim->getCamera()->getWorldPosition()); |
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| 303 | entity->setOrientation(victim->getCamera()->getWorldOrientation()); |
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| 304 | } |
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| 305 | else |
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| 306 | { |
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| 307 | entity->setPosition(victim->getWorldPosition()); |
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| 308 | entity->setOrientation(victim->getWorldOrientation()); |
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| 309 | } |
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| 310 | it->first->startControl(entity); |
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| 311 | } |
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| 312 | else |
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[8858] | 313 | orxout(internal_warning) << "Killed Pawn was not in the playerlist" << endl; |
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[2662] | 314 | } |
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[2072] | 315 | } |
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| 316 | |
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[9348] | 317 | void Gametype::playerScored(PlayerInfo* player, int score) |
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[2072] | 318 | { |
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[2826] | 319 | std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player); |
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| 320 | if (it != this->players_.end()) |
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[9348] | 321 | it->second.frags_ += score; |
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[2072] | 322 | } |
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| 323 | |
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[2890] | 324 | int Gametype::getScore(PlayerInfo* player) const |
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| 325 | { |
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| 326 | std::map<PlayerInfo*, Player>::const_iterator it = this->players_.find(player); |
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| 327 | if (it != this->players_.end()) |
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| 328 | return it->second.frags_; |
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| 329 | else |
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| 330 | return 0; |
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| 331 | } |
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| 332 | |
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[2072] | 333 | SpawnPoint* Gametype::getBestSpawnPoint(PlayerInfo* player) const |
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| 334 | { |
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[8706] | 335 | // If there is at least one SpawnPoint. |
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[2072] | 336 | if (this->spawnpoints_.size() > 0) |
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| 337 | { |
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[8706] | 338 | // Fallback spawn point if there is no active one, choose a random one. |
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[11071] | 339 | SpawnPoint* fallbackSpawnPoint = nullptr; |
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[3196] | 340 | unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(this->spawnpoints_.size()))); |
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[2072] | 341 | unsigned int index = 0; |
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[8706] | 342 | std::vector<SpawnPoint*> activeSpawnPoints; |
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[11071] | 343 | for (SpawnPoint* spawnpoint : this->spawnpoints_) |
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[2072] | 344 | { |
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| 345 | if (index == randomspawn) |
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[11071] | 346 | fallbackSpawnPoint = spawnpoint; |
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[7163] | 347 | |
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[11071] | 348 | if (spawnpoint != nullptr && spawnpoint->isActive()) |
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| 349 | activeSpawnPoints.push_back(spawnpoint); |
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[7163] | 350 | |
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| 351 | ++index; |
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| 352 | } |
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| 353 | |
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[8706] | 354 | if(activeSpawnPoints.size() > 0) |
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[7163] | 355 | { |
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[8706] | 356 | randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(activeSpawnPoints.size()))); |
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| 357 | return activeSpawnPoints[randomspawn]; |
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[2072] | 358 | } |
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[7163] | 359 | |
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[8858] | 360 | orxout(internal_warning) << "Fallback SpawnPoint was used because there were no active SpawnPoints." << endl; |
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[7163] | 361 | return fallbackSpawnPoint; |
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[2072] | 362 | } |
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[11071] | 363 | return nullptr; |
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[2072] | 364 | } |
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| 365 | |
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[2171] | 366 | void Gametype::assignDefaultPawnsIfNeeded() |
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[2072] | 367 | { |
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[11071] | 368 | for (auto& mapEntry : this->players_) |
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[2072] | 369 | { |
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[11071] | 370 | if (!mapEntry.first->getControllableEntity()) |
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[2072] | 371 | { |
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[11071] | 372 | mapEntry.second.state_ = PlayerState::Dead; |
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[2662] | 373 | |
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[11071] | 374 | if (!mapEntry.first->isReadyToSpawn() || !this->gtinfo_->hasStarted()) |
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[2072] | 375 | { |
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[11071] | 376 | this->spawnPlayerAsDefaultPawn(mapEntry.first); |
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| 377 | mapEntry.second.state_ = PlayerState::Dead; |
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[2072] | 378 | } |
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| 379 | } |
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| 380 | } |
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| 381 | } |
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| 382 | |
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| 383 | void Gametype::checkStart() |
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| 384 | { |
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[8706] | 385 | if (!this->gtinfo_->hasStarted()) |
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[2072] | 386 | { |
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[8706] | 387 | if (this->gtinfo_->isStartCountdownRunning()) |
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[2072] | 388 | { |
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[8706] | 389 | if (this->gtinfo_->getStartCountdown() <= 0.0f) |
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[2072] | 390 | { |
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[8706] | 391 | this->gtinfo_->stopStartCountdown(); |
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[9016] | 392 | this->gtinfo_->setStartCountdown(0.0f); |
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[2072] | 393 | this->start(); |
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| 394 | } |
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| 395 | } |
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| 396 | else if (this->players_.size() > 0) |
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| 397 | { |
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| 398 | if (this->bAutoStart_) |
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| 399 | { |
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| 400 | this->start(); |
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| 401 | } |
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| 402 | else |
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| 403 | { |
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| 404 | bool allplayersready = true; |
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[2662] | 405 | bool hashumanplayers = false; |
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[11071] | 406 | for (const auto& mapEntry : this->players_) |
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[2072] | 407 | { |
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[11071] | 408 | if (!mapEntry.first->isReadyToSpawn()) |
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[2072] | 409 | allplayersready = false; |
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[11071] | 410 | if (mapEntry.first->isHumanPlayer()) |
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[2662] | 411 | hashumanplayers = true; |
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[2072] | 412 | } |
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[9260] | 413 | |
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[2662] | 414 | if (allplayersready && hashumanplayers) |
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[2072] | 415 | { |
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[8079] | 416 | // If in developer's mode, there is no start countdown. |
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[10624] | 417 | if(Core::getInstance().getConfig()->inDevMode()) |
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[8706] | 418 | this->start(); |
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[8079] | 419 | else |
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[9261] | 420 | { |
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[8706] | 421 | this->gtinfo_->setStartCountdown(this->initialStartCountdown_); |
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[9261] | 422 | this->gtinfo_->startStartCountdown(); |
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| 423 | } |
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[2072] | 424 | } |
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| 425 | } |
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| 426 | } |
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| 427 | } |
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| 428 | } |
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| 429 | |
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| 430 | void Gametype::spawnPlayersIfRequested() |
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| 431 | { |
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[11071] | 432 | for (const auto& mapEntry : this->players_) |
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[8706] | 433 | { |
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[11071] | 434 | if (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_) |
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| 435 | this->spawnPlayer(mapEntry.first); |
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[8706] | 436 | } |
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[2072] | 437 | } |
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| 438 | |
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| 439 | void Gametype::spawnDeadPlayersIfRequested() |
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| 440 | { |
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[11071] | 441 | for (const auto& mapEntry : this->players_) |
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| 442 | if (mapEntry.second.state_ == PlayerState::Dead) |
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| 443 | if (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_) |
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| 444 | this->spawnPlayer(mapEntry.first); |
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[2072] | 445 | } |
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| 446 | |
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| 447 | void Gametype::spawnPlayer(PlayerInfo* player) |
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| 448 | { |
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| 449 | SpawnPoint* spawnpoint = this->getBestSpawnPoint(player); |
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| 450 | if (spawnpoint) |
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| 451 | { |
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[2826] | 452 | this->playerPreSpawn(player); |
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[2072] | 453 | player->startControl(spawnpoint->spawn()); |
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[2662] | 454 | this->players_[player].state_ = PlayerState::Alive; |
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[8706] | 455 | |
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| 456 | if(player->isHumanPlayer()) |
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| 457 | this->gtinfo_->playerSpawned(player); |
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[9016] | 458 | |
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[2826] | 459 | this->playerPostSpawn(player); |
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[2072] | 460 | } |
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| 461 | else |
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| 462 | { |
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[8858] | 463 | orxout(user_error) << "No SpawnPoints in current Gametype" << endl; |
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[2072] | 464 | abort(); |
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| 465 | } |
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| 466 | } |
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[2662] | 467 | |
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[3033] | 468 | void Gametype::spawnPlayerAsDefaultPawn(PlayerInfo* player) |
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| 469 | { |
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| 470 | SpawnPoint* spawn = this->getBestSpawnPoint(player); |
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| 471 | if (spawn) |
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| 472 | { |
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| 473 | // force spawn at spawnpoint with default pawn |
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[9667] | 474 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(spawn->getContext()); |
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[3033] | 475 | spawn->spawn(entity); |
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| 476 | player->startControl(entity); |
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| 477 | } |
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| 478 | else |
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| 479 | { |
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[8858] | 480 | orxout(user_error) << "No SpawnPoints in current Gametype" << endl; |
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[3033] | 481 | abort(); |
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| 482 | } |
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| 483 | } |
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| 484 | |
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[2662] | 485 | void Gametype::addBots(unsigned int amount) |
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| 486 | { |
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| 487 | for (unsigned int i = 0; i < amount; ++i) |
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[9667] | 488 | this->botclass_.fabricate(this->getContext()); |
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[2662] | 489 | } |
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| 490 | |
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| 491 | void Gametype::killBots(unsigned int amount) |
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| 492 | { |
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| 493 | unsigned int i = 0; |
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[11071] | 494 | ObjectList<Bot> list; |
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| 495 | for (ObjectList<Bot>::iterator it = list.begin(); (it != list.end()) && ((amount == 0) || (i < amount)); ) |
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[2662] | 496 | { |
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| 497 | if (it->getGametype() == this) |
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| 498 | { |
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[5929] | 499 | (it++)->destroy(); |
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[2662] | 500 | ++i; |
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| 501 | } |
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[5929] | 502 | else |
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| 503 | ++it; |
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[2662] | 504 | } |
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| 505 | } |
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[3033] | 506 | |
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| 507 | void Gametype::addTime(float t) |
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[3038] | 508 | { |
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[3033] | 509 | if (this->timeLimit_ == 0) |
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| 510 | this->time_ -= t; |
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| 511 | else |
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| 512 | this->time_ += t; |
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| 513 | } |
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| 514 | |
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| 515 | void Gametype::removeTime(float t) |
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[3038] | 516 | { |
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[3033] | 517 | if (this->timeLimit_ == 0) |
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| 518 | this->time_ += t; |
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| 519 | else |
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| 520 | this->time_ -= t; |
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| 521 | } |
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| 522 | |
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| 523 | void Gametype::resetTimer() |
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[3038] | 524 | { |
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[3033] | 525 | this->resetTimer(timeLimit_); |
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| 526 | } |
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| 527 | |
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| 528 | void Gametype::resetTimer(float t) |
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[3038] | 529 | { |
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[3033] | 530 | this->timeLimit_ = t; |
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| 531 | this->time_ = t; |
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| 532 | } |
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[9969] | 533 | |
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[9977] | 534 | void Gametype::showMenu() |
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| 535 | { |
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[9984] | 536 | GSLevel::startMainMenu(); |
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[9977] | 537 | } |
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[10281] | 538 | |
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| 539 | GSLevelMementoState* Gametype::exportMementoState() |
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| 540 | { |
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[11071] | 541 | for (const auto& mapEntry : this->players_) |
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[10281] | 542 | { |
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[11071] | 543 | if (mapEntry.first->isHumanPlayer() && mapEntry.first->getControllableEntity() && mapEntry.first->getControllableEntity()->getCamera()) |
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[10281] | 544 | { |
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[11071] | 545 | Camera* camera = mapEntry.first->getControllableEntity()->getCamera(); |
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[10281] | 546 | |
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| 547 | GametypeMementoState* state = new GametypeMementoState(); |
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| 548 | state->cameraPosition_ = camera->getWorldPosition(); |
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| 549 | state->cameraOrientation_ = camera->getWorldOrientation(); |
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| 550 | state->sceneName_ = camera->getScene()->getName(); |
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| 551 | return state; |
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| 552 | } |
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| 553 | } |
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| 554 | |
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[11071] | 555 | return nullptr; |
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[10281] | 556 | } |
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| 557 | |
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| 558 | void Gametype::importMementoState(const std::vector<GSLevelMementoState*>& states) |
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| 559 | { |
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| 560 | // find correct memento state |
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[11071] | 561 | GametypeMementoState* state = nullptr; |
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| 562 | for (GSLevelMementoState* temp : states) |
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[10281] | 563 | { |
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[11071] | 564 | state = dynamic_cast<GametypeMementoState*>(temp); |
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[10281] | 565 | if (state) |
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| 566 | break; |
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| 567 | } |
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| 568 | |
---|
| 569 | if (!state) |
---|
| 570 | return; |
---|
| 571 | |
---|
| 572 | // find correct scene |
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[11071] | 573 | Scene* scene = nullptr; |
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| 574 | for (Scene* someScene : ObjectList<Scene>()) |
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[10281] | 575 | { |
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[11071] | 576 | if (someScene->getName() == state->sceneName_) |
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[10281] | 577 | { |
---|
[11071] | 578 | scene = someScene; |
---|
[10281] | 579 | break; |
---|
| 580 | } |
---|
| 581 | } |
---|
| 582 | |
---|
| 583 | if (!scene) |
---|
| 584 | { |
---|
| 585 | orxout(internal_warning) << "Could not find scene with name " << state->sceneName_ << endl; |
---|
| 586 | return; |
---|
| 587 | } |
---|
| 588 | |
---|
| 589 | // find correct player and assign default entity with original position & orientation |
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[11071] | 590 | for (const auto& mapEntry : this->players_) |
---|
[10281] | 591 | { |
---|
[11071] | 592 | if (mapEntry.first->isHumanPlayer()) |
---|
[10281] | 593 | { |
---|
| 594 | ControllableEntity* entity = this->defaultControllableEntity_.fabricate(scene->getContext()); |
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| 595 | entity->setPosition(state->cameraPosition_); |
---|
| 596 | entity->setOrientation(state->cameraOrientation_); |
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[11071] | 597 | mapEntry.first->startControl(entity); |
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[10281] | 598 | break; |
---|
| 599 | } |
---|
| 600 | } |
---|
| 601 | } |
---|
[2072] | 602 | } |
---|