| 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 | *      Julien Kindle | 
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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 SOB.cc | 
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| 31 | @brief Implementation of the SOB class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "SOB.h" | 
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| 35 | #include "core/CoreIncludes.h" | 
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| 36 | #include "core/EventIncludes.h" | 
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| 37 | #include "core/command/Executor.h" | 
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| 38 | #include "core/config/ConfigValueIncludes.h" | 
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| 39 | #include "core/Game.h" | 
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| 40 | #include "gamestates/GSLevel.h" | 
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| 41 | #include "chat/ChatManager.h" | 
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| 42 | #include "infos/PlayerInfo.h" | 
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| 43 | #include "SOBCenterpoint.h" | 
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| 44 | #include "SOBFigure.h" | 
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| 45 | #include "graphics/Camera.h" | 
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| 46 |  | 
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| 47 |  | 
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| 48 |  | 
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| 49 | namespace orxonox | 
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| 50 | { | 
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| 51 |  | 
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| 52 | RegisterUnloadableClass(SOB); | 
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| 53 |  | 
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| 54 | /** | 
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| 55 | @brief | 
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| 56 | Constructor. Registers and initializes the object. | 
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| 57 | */ | 
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| 58 | SOB::SOB(Context* context) : Deathmatch(context) | 
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| 59 | { | 
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| 60 | RegisterObject(SOB); | 
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| 61 | camera = nullptr; | 
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| 62 |  | 
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| 63 | this->center_ = nullptr; | 
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| 64 | figure_ = nullptr; | 
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| 65 | setHUDTemplate("SOBHUD"); | 
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| 66 | coins_=0; | 
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| 67 | points_=0; | 
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| 68 | timeLeft_=400.0; | 
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| 69 | done_ = true; | 
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| 70 | lvl_ = 1; | 
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| 71 |  | 
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| 72 | } | 
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| 73 |  | 
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| 74 | /** | 
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| 75 | @brief | 
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| 76 | Destructor. Cleans up, if initialized. | 
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| 77 | */ | 
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| 78 | SOB::~SOB() | 
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| 79 | { | 
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| 80 | if (this->isInitialized()) | 
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| 81 | this->cleanup(); | 
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| 82 | } | 
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| 83 |  | 
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| 84 | void SOB::cleanup() | 
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| 85 | { | 
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| 86 | camera = nullptr; | 
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| 87 | } | 
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| 88 |  | 
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| 89 |  | 
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| 90 |  | 
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| 91 | void SOB::start() | 
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| 92 | { | 
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| 93 | if (center_ != nullptr) // There needs to be a SOBCenterpoint, i.e. the area the game takes place. | 
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| 94 | { | 
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| 95 | if (figure_ == nullptr) | 
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| 96 | { | 
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| 97 | figure_ = new SOBFigure(center_->getContext());     //add a new instance of a player to the game | 
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| 98 | figure_->addTemplate(center_->getFigureTemplate()); | 
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| 99 | } | 
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| 100 |  | 
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| 101 | center_->attach(figure_); | 
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| 102 | figure_->setPosition(0, 0, 0); | 
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| 103 | } | 
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| 104 | else // If no centerpoint was specified, an error is thrown and the level is exited. | 
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| 105 | { | 
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| 106 | orxout(internal_error) << "SOB: No Centerpoint specified." << endl; | 
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| 107 | GSLevel::startMainMenu(); | 
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| 108 | return; | 
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| 109 | } | 
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| 110 |  | 
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| 111 | // Call start for the parent class. | 
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| 112 | Gametype::start(); | 
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| 113 |  | 
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| 114 | if (figure_ != nullptr) | 
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| 115 | { | 
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| 116 | camera = figure_->getCamera(); | 
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| 117 | } | 
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| 118 |  | 
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| 119 | } | 
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| 120 |  | 
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| 121 | void SOB::end() | 
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| 122 | { | 
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| 123 | cleanup(); | 
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| 124 | GSLevel::startMainMenu(); | 
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| 125 | Deathmatch::end(); | 
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| 126 | } | 
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| 127 |  | 
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| 128 | void SOB::restart() { | 
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| 129 | cleanup(); | 
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| 130 |  | 
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| 131 | // HACK - only method I found to simply reload the level | 
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| 132 | Game::getInstance().popState(); | 
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| 133 | Game::getInstance().popState(); | 
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| 134 | Game::getInstance().requestStates("standalone, level"); | 
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| 135 |  | 
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| 136 |  | 
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| 137 | } | 
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| 138 | void SOB::spawnPlayer(PlayerInfo* player) | 
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| 139 | { | 
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| 140 | assert(player); | 
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| 141 |  | 
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| 142 | if (figure_->getPlayer() == nullptr) | 
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| 143 | { | 
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| 144 | player->startControl(figure_); //Give the control of the instance player to the real person | 
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| 145 | players_[player].state_ = PlayerState::Alive; | 
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| 146 | done_ = false; | 
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| 147 | } | 
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| 148 | } | 
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| 149 |  | 
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| 150 | PlayerInfo* SOB::getPlayer() const | 
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| 151 | { | 
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| 152 | if (this->figure_ != nullptr) | 
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| 153 | { | 
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| 154 | return this->figure_->getPlayer(); | 
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| 155 | } | 
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| 156 | else | 
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| 157 | { | 
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| 158 | return nullptr; | 
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| 159 | } | 
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| 160 | } | 
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| 161 |  | 
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| 162 | void SOB::tick(float dt) | 
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| 163 | { | 
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| 164 | SUPER(SOB, tick, dt); | 
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| 165 |  | 
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| 166 | //If player has reached end of level | 
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| 167 | if (this->figure_ != nullptr && figure_->lvlEnded_) { | 
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| 168 | std::stringstream a; | 
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| 169 | a << "Nice! " << getPoints() << " Points in " << (400-getTimeLeft())/2 <<"s.\n\nPress <Space> to restart"; | 
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| 170 | info_ =a.str(); | 
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| 171 |  | 
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| 172 | //If player has died | 
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| 173 | } else if (this->figure_ != nullptr && figure_->dead_) { | 
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| 174 | info_ = "Game over. Press <Space> to restart"; | 
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| 175 | } | 
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| 176 |  | 
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| 177 |  | 
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| 178 | //Kill the player if time is up | 
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| 179 | if (this->figure_ != nullptr && timeLeft_ <= 0) | 
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| 180 | this->figure_->dead_ = true; | 
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| 181 | //The time on the HUD | 
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| 182 | if (!done_) | 
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| 183 | timeLeft_-=dt*2.5; | 
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| 184 | } | 
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| 185 |  | 
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| 186 |  | 
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| 187 | } | 
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