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 char* 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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