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source: orxonox.OLD/trunk/src/util/multiplayer_team_deathmatch.cc @ 7109

Last change on this file since 7109 was 7101, checked in by patrick, 19 years ago

spaceship collides with arena

File size: 4.7 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_MODULE_GAME_RULES
16
17#include "multiplayer_team_deathmatch.h"
18
19#include "load_param.h"
20#include "factory.h"
21
22#include "render2D/billboard.h"
23#include "state.h"
24#include "class_list.h"
25
26#include "player.h"
27#include "playable.h"
28#include "space_ships/space_ship.h"
29
30#include "shared_network_data.h"
31
32#include <list>
33
34using namespace std;
35
36
37CREATE_FACTORY(MultiplayerTeamDeathmatch, CL_MULTIPLAYER_TEAM_DEATHMATCH);
38
39
40/**
41 * constructor
42 */
43MultiplayerTeamDeathmatch::MultiplayerTeamDeathmatch(const TiXmlElement* root)
44  : GameRules(root)
45{
46  this->setClassID(CL_MULTIPLAYER_TEAM_DEATHMATCH, "MultiplayerTeamDeathmatch");
47
48  this->bLocalPlayerDead = false;
49  this->deathTimeout = 10.0f;     // 5 seconds
50  this->timeout = 0.0f;
51
52  this->deathScreen = new Billboard();
53  this->deathScreen->setSize(State::getResX()/4.0, State::getResY()/4.0);
54  this->deathScreen->setAbsCoor2D(State::getResX()/2.0f, State::getResY()/2.0f);
55  this->deathScreen->setVisibility(false);
56
57  this->localPlayer = State::getPlayer();
58
59  if( root != NULL)
60    this->loadParams(root);
61}
62
63/**
64 * decontsructor
65 */
66MultiplayerTeamDeathmatch::~MultiplayerTeamDeathmatch()
67{
68  if( this->deathScreen)
69    delete this->deathScreen;
70}
71
72
73
74void MultiplayerTeamDeathmatch::loadParams(const TiXmlElement* root)
75{
76  GameRules::loadParams(root) ;
77
78  LoadParam(root, "death-penalty-timeout", this, MultiplayerTeamDeathmatch, setDeathPenaltyTimeout)
79      .describe("sets the time in seconds a player has to wait for respawn");
80
81  LoadParam(root, "max-kills", this, MultiplayerTeamDeathmatch, setMaxKills)
82      .describe("sets the maximal kills for winning condition");
83
84  LoadParam(root, "death-screen-image", this, MultiplayerTeamDeathmatch, setDeathScreen)
85      .describe("sets the death screen image");
86
87}
88
89
90
91void MultiplayerTeamDeathmatch::setDeathScreen(const char* imageName)
92{
93  if( this->deathScreen)
94    this->deathScreen->setTexture(imageName);
95}
96
97
98
99/**
100 * called when the player enters the game
101 * @param player the spawned player
102 */
103void MultiplayerTeamDeathmatch::onPlayerSpawn()
104{
105  this->bLocalPlayerDead = false;
106  this->deathScreen->setVisibility(false);
107}
108
109
110/**
111 * when the player is killed
112 * @param player the killed player
113 */
114void MultiplayerTeamDeathmatch::onPlayerDeath()
115{
116  this->bLocalPlayerDead = true;
117  this->deathScreen->setVisibility(true);
118}
119
120
121/**
122 * time tick
123 * @param dt time
124 */
125void MultiplayerTeamDeathmatch::tick(float dt)
126{
127  this->checkGameRules();
128
129  // is the local player dead and inactive
130  if( unlikely(this->bLocalPlayerDead))
131  {
132    this->timeout += dt;
133    PRINTF(0)("TICK DEATH: %f of %f\n", this->timeout, this->deathTimeout);
134    // long enough dead?
135    if( this->timeout >= this->deathTimeout)
136    {
137      this->timeout = 0.0f;
138      // respawn
139      PRINTF(0)("RESPAWN\n");
140      (State::getPlayer())->getPlayable()->respawn();
141    }
142  }
143}
144
145
146/**
147 * draws the stuff
148 */
149void MultiplayerTeamDeathmatch::draw()
150{
151  if( unlikely( this->bLocalPlayerDead))
152  {
153
154  }
155}
156
157
158/**
159 * check the game rules for consistency
160 */
161void MultiplayerTeamDeathmatch::checkGameRules()
162{
163
164  Vector big_left(-201, 0, 0);
165  float rBig = 176.0f;
166  Vector big_right(177, 0, 0);
167  Vector small_left(10, 0, 0);
168  Vector small_middle(0, 0, 0);
169  Vector small_right(-10, 0, 0);
170  float rSmall = 90.0f;
171
172
173  // check for max killing count
174  if( this->teamAKills >= this->maxKills)
175  {
176    // team A winns
177  }
178  else if( this->teamBKills >= this->maxKills)
179  {
180    // team B winns
181  }
182
183
184
185
186  std::list<BaseObject*>::const_iterator it;
187  const std::list<BaseObject*>* list = ClassList::getList(CL_PLAYABLE);
188
189  if( SharedNetworkData::getInstance()->isGameServer())
190  {
191    for(it = list->begin(); it != list->end(); it++)
192    {
193      float dist = (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_left).len();
194      if( (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_left).len() > rBig &&
195           (dynamic_cast<Playable*>(*it)->getAbsCoor() - big_right).len() > rBig &&
196           (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_left).len() > rSmall &&
197           (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_middle).len() > rSmall &&
198           (dynamic_cast<Playable*>(*it)->getAbsCoor() - small_right).len() > rSmall)
199      {
200        PRINTF(0)("KILLLLLLLL\n");
201
202        if((*it)->isA(CL_SPACE_SHIP))
203          dynamic_cast<SpaceShip*>(*it)->doCollideNetwork(116369220.33434f);
204      }
205    }
206  }
207
208
209}
210
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