| 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 | * Florian Zinggeler |
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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 | /** |
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| 30 | @file Invader.cc |
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| 31 | @brief Implementation of the Invader class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "Asteroids.h" |
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| 35 | #include "Highscore.h" |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/EventIncludes.h" |
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| 38 | #include "core/command/Executor.h" |
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| 39 | #include "core/config/ConfigValueIncludes.h" |
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| 40 | |
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| 41 | #include "gamestates/GSLevel.h" |
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| 42 | #include "chat/ChatManager.h" |
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| 43 | |
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| 44 | // ! HACK |
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| 45 | #include "infos/PlayerInfo.h" |
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| 46 | |
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| 47 | #include "AsteroidsCenterPoint.h" |
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| 48 | #include "AsteroidsShip.h" |
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| 49 | |
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| 50 | #include "core/command/ConsoleCommand.h" |
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| 51 | #include "worldentities/ExplosionPart.h" |
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| 52 | |
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| 53 | namespace orxonox |
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| 54 | { |
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| 55 | RegisterUnloadableClass(Asteroids); |
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| 56 | |
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| 57 | Asteroids::Asteroids(Context* context) : Deathmatch(context) |
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| 58 | { |
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| 59 | RegisterObject(Asteroids); |
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| 60 | this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 |
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| 61 | this->center_ = nullptr; |
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| 62 | bEndGame = false; |
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| 63 | lives = 3; |
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| 64 | point = 0; |
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| 65 | |
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| 66 | // Pre-set the timer, but don't start it yet. |
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| 67 | this->enemySpawnTimer_.setTimer(5.0, true, createExecutor(createFunctor(&Asteroids::spawnStone, this))); |
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| 68 | } |
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| 69 | |
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| 70 | //spawnt durch den Timer Asteroiden, denk dran, dass falls ein Asteroid stirbt er in 2 teile geteilt wird |
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| 71 | Asteroids::spawnStone(){ |
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| 72 | if(getPlayer() == nullptr){ |
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| 73 | return; |
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| 74 | } |
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| 75 | |
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| 76 | AsteroidsStone* newStone; |
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| 77 | newStone = new AsteroidsStone(this->center_->getContext()); |
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| 78 | newStone->addTemplate("asteroidsstone"); |
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| 79 | newStone->setAsteroidsPlayer(player); |
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| 80 | } |
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| 81 | |
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| 82 | void Invader::spawnEnemy() |
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| 83 | { |
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| 84 | if (getPlayer() == nullptr) |
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| 85 | return; |
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| 86 | |
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| 87 | for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) |
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| 88 | { |
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| 89 | InvaderEnemy* newPawn; |
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| 90 | if (rand() % 42/(1 + level*level) == 0) |
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| 91 | { |
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| 92 | newPawn = new InvaderEnemyShooter(this->center_->getContext()); |
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| 93 | newPawn->addTemplate("enemyinvadershooter"); |
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| 94 | } |
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| 95 | else |
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| 96 | { |
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| 97 | newPawn = new InvaderEnemy(this->center_->getContext()); |
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| 98 | newPawn->addTemplate("enemyinvader"); |
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| 99 | } |
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| 100 | newPawn->setInvaderPlayer(player); |
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| 101 | newPawn->level = level; |
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| 102 | // spawn enemy at random points in front of player. |
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| 103 | newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); |
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| 104 | } |
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| 105 | } |
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| 106 | |
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| 107 | /** |
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| 108 | @brief |
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| 109 | Destructor. Cleans up, if initialized. |
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| 110 | */ |
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| 111 | Asteroids::~Asteroids() |
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| 112 | { |
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| 113 | if (this->isInitialized()) |
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| 114 | this->cleanup(); |
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| 115 | } |
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| 116 | |
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| 117 | /** |
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| 118 | @brief |
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| 119 | Cleans up the Gametype by destroying all of the objects in the game - spaceship and asteroids. |
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| 120 | */ |
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| 121 | void Asteroids::cleanup() |
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| 122 | { |
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| 123 | if (this->stones_ != nullptr) // Destroy the ball, if present. |
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| 124 | { |
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| 125 | this->stones_->destroy(); |
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| 126 | this->stones_ = nullptr; |
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| 127 | } |
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| 128 | |
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| 129 | // Destroy AsteroidsShip |
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| 130 | |
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| 131 | if (this->player != nullptr) |
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| 132 | { |
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| 133 | this->player->destroy(); |
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| 134 | this->player = nullptr; |
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| 135 | } |
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| 136 | } |
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| 137 | |
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| 138 | AsteroidsShip* Asteroids::getPlayer() |
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| 139 | { |
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| 140 | if (player == nullptr) |
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| 141 | { |
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| 142 | for (Asteroids* ship : ObjectList<AsteroidsShip>()) |
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| 143 | player = ship; |
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| 144 | } |
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| 145 | return player; |
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| 146 | } |
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| 147 | |
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| 148 | |
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| 149 | void Asteroids::setCenterpoint(AsteroidsCenterPoint* center) |
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| 150 | { |
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| 151 | this->center_ = center; |
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| 152 | } |
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| 153 | |
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| 154 | void Asteroids::costLife() |
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| 155 | { |
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| 156 | lives = 0; |
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| 157 | }; |
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| 158 | void Asteroids::start() |
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| 159 | { |
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| 160 | if (this->center_ == nullptr) // There needs to be a AsteroidsCenterpoint, i.e. the area the game takes place. If no centerpoint was specified, an error is thrown and the level is exited. |
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| 161 | { |
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| 162 | orxout(internal_error) << "Asteroids: No Centerpoint specified." << endl; |
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| 163 | GSLevel::startMainMenu(); |
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| 164 | return; |
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| 165 | } |
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| 166 | |
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| 167 | // Set variable to temporarily force the player to spawn. |
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| 168 | bool temp = this->bForceSpawn_; |
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| 169 | this->bForceSpawn_ = true; |
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| 170 | |
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| 171 | // Call start for the parent class. |
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| 172 | Deathmatch::start(); |
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| 173 | |
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| 174 | // Reset the variable. |
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| 175 | this->bForceSpawn_ = temp; |
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| 176 | } |
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| 177 | |
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| 178 | void Asteroids::addPoints(int numPoints) |
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| 179 | { |
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| 180 | if (!bEndGame) |
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| 181 | { |
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| 182 | point += numPoints; |
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| 183 | } |
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| 184 | } |
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| 185 | |
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| 186 | void Asteroids::end() |
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| 187 | { |
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| 188 | // DON'T CALL THIS! |
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| 189 | // Deathmatch::end(); |
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| 190 | // It will misteriously crash the game! |
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| 191 | // Instead startMainMenu, this won't crash. |
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| 192 | GSLevel::startMainMenu(); |
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| 193 | } |
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| 194 | } |
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