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 <map> |
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18 | |
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19 | #include "multiplayer_team_deathmatch.h" |
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20 | |
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21 | #include "util/loading/load_param.h" |
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22 | #include "util/loading/factory.h" |
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23 | |
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24 | #include "render2D/image_plane.h" |
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25 | #include "state.h" |
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26 | #include "class_list.h" |
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27 | |
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28 | #include "player.h" |
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29 | #include "playable.h" |
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30 | #include "space_ships/space_ship.h" |
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31 | |
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32 | |
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33 | #include "shared_network_data.h" |
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34 | #include "terrain.h" |
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35 | #include "class_list.h" |
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36 | #include "space_ships/space_ship.h" |
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37 | |
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38 | #include "network_game_manager.h" |
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39 | |
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40 | |
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41 | using namespace std; |
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42 | |
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43 | |
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44 | CREATE_FACTORY(MultiplayerTeamDeathmatch, CL_MULTIPLAYER_TEAM_DEATHMATCH); |
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45 | |
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46 | |
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47 | /** |
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48 | * constructor |
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49 | */ |
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50 | MultiplayerTeamDeathmatch::MultiplayerTeamDeathmatch(const TiXmlElement* root) |
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51 | : NetworkGameRules(root) |
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52 | { |
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53 | this->setClassID(CL_MULTIPLAYER_TEAM_DEATHMATCH, "MultiplayerTeamDeathmatch"); |
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54 | |
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55 | this->bLocalPlayerDead = false; |
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56 | this->deathTimeout = 10.0f; // 5 seconds |
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57 | this->timeout = 0.0f; |
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58 | this->numTeams = 2; |
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59 | this->currentGameState = GAMESTATE_PRE_GAME; |
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60 | this->gameStateTimer = 10.0f; |
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61 | |
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62 | this->deathScreen = new ImagePlane(); |
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63 | this->deathScreen->setSize(State::getResX()/4.0, State::getResY()/4.0); |
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64 | this->deathScreen->setAbsCoor2D(State::getResX()/2.0f, State::getResY()/2.0f); |
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65 | this->deathScreen->setVisibility(false); |
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66 | |
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67 | this->localPlayer = State::getPlayer(); |
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68 | |
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69 | if( root != NULL) |
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70 | this->loadParams(root); |
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71 | } |
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72 | |
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73 | /** |
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74 | * decontsructor |
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75 | */ |
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76 | MultiplayerTeamDeathmatch::~MultiplayerTeamDeathmatch() |
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77 | { |
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78 | if( this->deathScreen) |
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79 | delete this->deathScreen; |
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80 | } |
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81 | |
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82 | |
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83 | |
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84 | void MultiplayerTeamDeathmatch::loadParams(const TiXmlElement* root) |
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85 | { |
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86 | GameRules::loadParams(root) ; |
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87 | |
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88 | LoadParam(root, "death-penalty-timeout", this, MultiplayerTeamDeathmatch, setDeathPenaltyTimeout) |
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89 | .describe("sets the time in seconds a player has to wait for respawn"); |
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90 | |
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91 | LoadParam(root, "max-kills", this, MultiplayerTeamDeathmatch, setMaxKills) |
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92 | .describe("sets the maximal kills for winning condition"); |
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93 | |
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94 | LoadParam(root, "death-screen-image", this, MultiplayerTeamDeathmatch, setDeathScreen) |
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95 | .describe("sets the death screen image"); |
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96 | |
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97 | LoadParam(root, "num-teams", this, MultiplayerTeamDeathmatch, setNumTeams) |
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98 | .describe("sets number of teams"); |
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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 | |
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104 | void MultiplayerTeamDeathmatch::setDeathScreen(const std::string& imageName) |
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105 | { |
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106 | if( this->deathScreen) |
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107 | this->deathScreen->setTexture(imageName); |
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108 | } |
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109 | |
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110 | |
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111 | |
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112 | /** |
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113 | * called when the player enters the game |
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114 | * @param player the spawned player |
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115 | */ |
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116 | void MultiplayerTeamDeathmatch::onPlayerSpawn() |
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117 | { |
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118 | this->bLocalPlayerDead = false; |
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119 | this->deathScreen->setVisibility(false); |
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120 | } |
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121 | |
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122 | |
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123 | /** |
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124 | * when the player is killed |
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125 | * @param player the killed player |
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126 | */ |
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127 | void MultiplayerTeamDeathmatch::onPlayerDeath() |
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128 | { |
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129 | this->bLocalPlayerDead = true; |
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130 | this->deathScreen->setVisibility(true); |
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131 | } |
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132 | |
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133 | |
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134 | /** |
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135 | * time tick |
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136 | * @param dt time |
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137 | */ |
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138 | void MultiplayerTeamDeathmatch::tick(float dt) |
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139 | { |
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140 | if ( !SharedNetworkData::getInstance()->isGameServer() ) |
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141 | return; |
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142 | |
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143 | gameStateTimer -= dt; |
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144 | PRINTF(0)("TICK %f\n", gameStateTimer); |
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145 | |
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146 | if ( currentGameState != GAMESTATE_GAME && gameStateTimer < 0 ) |
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147 | nextGameState(); |
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148 | |
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149 | this->currentGameState = NetworkGameManager::getInstance()->getGameState(); |
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150 | |
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151 | if ( currentGameState == GAMESTATE_GAME ) |
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152 | { |
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153 | handleTeamChanges(); |
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154 | } |
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155 | |
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156 | this->calculateTeamScore(); |
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157 | |
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158 | this->checkGameRules(); |
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159 | |
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160 | // is the local player dead and inactive |
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161 | if( unlikely(this->bLocalPlayerDead)) |
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162 | { |
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163 | this->timeout += dt; |
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164 | PRINTF(0)("TICK DEATH: %f of %f\n", this->timeout, this->deathTimeout); |
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165 | // long enough dead? |
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166 | if( this->timeout >= this->deathTimeout) |
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167 | { |
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168 | this->timeout = 0.0f; |
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169 | // respawn |
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170 | PRINTF(0)("RESPAWN\n"); |
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171 | (State::getPlayer())->getPlayable()->respawn(); |
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172 | } |
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173 | } |
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174 | } |
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175 | |
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176 | |
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177 | /** |
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178 | * draws the stuff |
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179 | */ |
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180 | void MultiplayerTeamDeathmatch::draw() |
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181 | { |
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182 | if( unlikely( this->bLocalPlayerDead)) |
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183 | { |
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184 | |
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185 | } |
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186 | } |
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187 | |
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188 | |
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189 | /** |
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190 | * check the game rules for consistency |
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191 | */ |
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192 | void MultiplayerTeamDeathmatch::checkGameRules() |
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193 | { |
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194 | if ( !SharedNetworkData::getInstance()->isGameServer() ) |
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195 | return; |
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196 | |
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197 | // check for max killing count |
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198 | for ( int i = 0; i<numTeams; i++ ) |
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199 | { |
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200 | if ( teamScore[i] >= maxKills ) |
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201 | { |
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202 | //team i wins |
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203 | //TODO |
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204 | } |
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205 | } |
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206 | } |
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207 | |
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208 | /** |
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209 | * find group for new player |
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210 | * @return group id |
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211 | */ |
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212 | int MultiplayerTeamDeathmatch::getTeamForNewUser( ) |
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213 | { |
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214 | return TEAM_NOTEAM; |
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215 | } |
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216 | |
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217 | ClassID MultiplayerTeamDeathmatch::getPlayableClassId( int team ) |
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218 | { |
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219 | return CL_SPECTATOR; |
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220 | } |
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221 | |
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222 | std::string MultiplayerTeamDeathmatch::getPlayableModelFileName( int team, ClassID classId ) |
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223 | { |
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224 | return ""; |
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225 | } |
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226 | |
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227 | /** |
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228 | * calculate team score |
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229 | */ |
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230 | void MultiplayerTeamDeathmatch::calculateTeamScore( ) |
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231 | { |
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232 | teamScore.clear(); |
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233 | |
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234 | for ( int i = 0; i<numTeams; i++ ) |
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235 | teamScore[i] = 0; |
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236 | |
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237 | |
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238 | const std::list<BaseObject*> * list = ClassList::getList( CL_PLAYER_STATS ); |
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239 | |
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240 | if ( !list ) |
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241 | return; |
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242 | |
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243 | for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ ) |
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244 | { |
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245 | PlayerStats & stats = *dynamic_cast<PlayerStats*>(*it); |
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246 | |
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247 | if ( stats.getTeamId() >= 0 ) |
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248 | { |
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249 | teamScore[stats.getTeamId()] += stats.getScore(); |
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250 | } |
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251 | } |
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252 | } |
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253 | |
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254 | /** |
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255 | * get team for player who choose to join random team |
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256 | * @return smallest team |
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257 | */ |
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258 | int MultiplayerTeamDeathmatch::getRandomTeam( ) |
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259 | { |
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260 | std::map<int,int> playersInTeam; |
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261 | |
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262 | for ( int i = 0; i<numTeams; i++ ) |
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263 | playersInTeam[i] = 0; |
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264 | |
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265 | const std::list<BaseObject*> * list = ClassList::getList( CL_PLAYER_STATS ); |
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266 | |
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267 | if ( !list ) |
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268 | return 0; |
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269 | |
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270 | for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ ) |
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271 | { |
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272 | PlayerStats & stats = *dynamic_cast<PlayerStats*>(*it); |
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273 | |
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274 | if ( stats.getTeamId() >= 0 ) |
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275 | { |
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276 | playersInTeam[stats.getTeamId()]++; |
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277 | } |
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278 | } |
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279 | |
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280 | |
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281 | int minPlayers = 0xFFFF; |
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282 | int minTeam = -1; |
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283 | |
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284 | for ( int i = 0; i<numTeams; i++ ) |
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285 | { |
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286 | if ( playersInTeam[i] < minPlayers ) |
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287 | { |
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288 | minTeam = i; |
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289 | minPlayers = playersInTeam[i]; |
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290 | } |
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291 | } |
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292 | |
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293 | assert( minTeam != -1 ); |
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294 | |
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295 | return minTeam; |
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296 | } |
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297 | |
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298 | void MultiplayerTeamDeathmatch::nextGameState( ) |
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299 | { |
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300 | if ( currentGameState == GAMESTATE_PRE_GAME ) |
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301 | { |
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302 | NetworkGameManager::getInstance()->setGameState( GAMESTATE_GAME ); |
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303 | |
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304 | return; |
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305 | } |
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306 | |
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307 | if ( currentGameState == GAMESTATE_GAME ) |
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308 | { |
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309 | NetworkGameManager::getInstance()->setGameState( GAMESTATE_POST_GAME ); |
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310 | |
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311 | return; |
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312 | } |
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313 | |
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314 | if ( currentGameState == GAMESTATE_POST_GAME ) |
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315 | { |
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316 | //TODO end game |
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317 | |
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318 | return; |
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319 | } |
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320 | } |
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321 | |
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322 | void MultiplayerTeamDeathmatch::handleTeamChanges( ) |
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323 | { |
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324 | const std::list<BaseObject*> * list = ClassList::getList( CL_PLAYER_STATS ); |
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325 | |
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326 | if ( !list ) |
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327 | return; |
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328 | |
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329 | //first server players with choices |
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330 | for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ ) |
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331 | { |
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332 | PlayerStats & stats = *dynamic_cast<PlayerStats*>(*it); |
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333 | |
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334 | if ( stats.getTeamId() != stats.getPreferedTeamId() ) |
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335 | { |
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336 | if ( stats.getPreferedTeamId() == TEAM_SPECTATOR || ( stats.getPreferedTeamId() <= 0 && stats.getPreferedTeamId() < numTeams ) ) |
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337 | { |
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338 | teamChange( stats.getUserId() ); |
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339 | } |
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340 | } |
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341 | } |
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342 | |
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343 | //now serve player who want join a random team |
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344 | for ( std::list<BaseObject*>::const_iterator it = list->begin(); it != list->end(); it++ ) |
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345 | { |
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346 | PlayerStats & stats = *dynamic_cast<PlayerStats*>(*it); |
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347 | |
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348 | if ( stats.getTeamId() != stats.getPreferedTeamId() ) |
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349 | { |
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350 | if ( stats.getPreferedTeamId() == TEAM_RANDOM ) |
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351 | { |
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352 | stats.setPreferedTeamId( getTeamForNewUser() ); |
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353 | teamChange( stats.getUserId() ); |
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354 | } |
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355 | } |
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356 | } |
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357 | } |
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358 | |
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359 | void MultiplayerTeamDeathmatch::teamChange( int userId ) |
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360 | { |
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361 | assert( PlayerStats::getStats( userId ) ); |
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362 | PlayerStats & stats = *(PlayerStats::getStats( userId )); |
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363 | |
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364 | assert(false); |
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365 | } |
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366 | |
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367 | |
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368 | |
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369 | |
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370 | |
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371 | |
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