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source: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc @ 12280

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file OrxoBlox.cc
31    @brief Implementation of the OrxoBlox class.
32*/
33
34#include "OrxoBlox.h"
35
36#include "core/CoreIncludes.h"
37#include "core/EventIncludes.h"
38#include "core/command/Executor.h"
39#include "core/config/ConfigValueIncludes.h"
40
41#include "gamestates/GSLevel.h"
42#include "chat/ChatManager.h"
43
44#include "OrxoBloxCenterpoint.h"
45#include "OrxoBloxBall.h"
46#include "OrxoBloxBat.h"
47#include "OrxoBloxBot.h"
48#include "OrxoBloxStones.h"
49
50namespace orxonox
51{
52    // Events to allow to react to scoring of a player, in the level-file.
53    CreateEventName(OrxoBloxCenterpoint, right);
54    CreateEventName(OrxoBloxCenterpoint, left);
55
56    RegisterUnloadableClass(OrxoBlox);
57
58    /**
59    @brief
60        Constructor. Registers and initializes the object.
61    */
62    OrxoBlox::OrxoBlox(Context* context) : Deathmatch(context)
63    {
64        RegisterObject(OrxoBlox);
65
66        this->center_ = nullptr;
67        this->ball_ = nullptr;
68        this->bat_[0] = nullptr;
69        this->futureWall_ = nullptr;
70
71        //this->setHUDTemplate("pongHUD");
72        //Error when specified
73
74        // Pre-set the timer, but don't start it yet.
75        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&OrxoBlox::startBall, this)));
76        this->starttimer_.stopTimer();
77
78        // Set the type of Bots for this particular Gametype.
79        this->botclass_ = Class(OrxoBloxBat);
80
81        this->scoreLimit_ = 10;
82        this->setConfigValues();
83    }
84
85    /**
86    @brief
87        Destructor. Cleans up, if initialized.
88    */
89    OrxoBlox::~OrxoBlox()
90    {
91        if (this->isInitialized())
92            this->cleanup();
93    }
94
95    void OrxoBlox::setConfigValues()
96    {
97        SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins.");
98    }
99
100    /**
101    @brief
102        Cleans up the Gametype by destroying the ball and the bats.
103    */
104    void OrxoBlox::cleanup()
105    {
106        if (this->ball_ != nullptr) // Destroy the ball, if present.
107        {
108            this->ball_->destroy();
109            this->ball_ = nullptr;
110        }
111
112        // Destroy both bats, if present.
113        for (size_t i = 0; i < 2; ++i)
114        {
115            if (this->bat_[0] != nullptr)
116            {
117                this->bat_[0]->destroy();
118                this->bat_[0] = nullptr;
119            }
120        }
121
122    }
123
124    /**
125    @brief
126        Starts the OrxoBlox minigame.
127    */
128    void OrxoBlox::start()
129    {
130        if (this->center_ != nullptr) // There needs to be a OrxoBloxCenterpoint, i.e. the area the game takes place.
131        {
132            if (this->ball_ == nullptr) // If there is no ball, create a new ball.
133            {
134                this->ball_ = new OrxoBloxBall(this->center_->getContext());
135                // Apply the template for the ball specified by the centerpoint.
136                this->ball_->addTemplate(this->center_->getBalltemplate());
137            }
138
139            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
140            this->center_->attach(this->ball_);
141            this->ball_->setPosition(0, 0, 0);
142            this->ball_->setFieldDimension(this->center_->getFieldDimension());
143            this->ball_->setSpeed(0);
144            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
145            this->ball_->setBatLength(this->center_->getBatLength());
146
147            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
148            for (WeakPtr<orxonox::OrxoBloxBat>& bat : this->bat_)
149            {
150                if (bat == nullptr)
151                {
152                    bat = new OrxoBloxBat(this->center_->getContext());
153                    bat->addTemplate(this->center_->getBattemplate());
154                }
155            }
156
157            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
158            this->center_->attach(this->bat_[0]);
159            this->center_->attach(this->bat_[1]);
160            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
161            this->bat_[0]->yaw(Degree(-90));
162            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
163            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
164            this->bat_[0]->setLength(this->center_->getBatLength());
165
166            // Set the bats for the ball.
167            this->ball_->setBats(this->bat_);
168        }
169        else // If no centerpoint was specified, an error is thrown and the level is exited.
170        {
171            orxout(internal_error) << "OrxoBlox: No Centerpoint specified." << endl;
172            GSLevel::startMainMenu();
173            return;
174        }
175
176        // Start the timer. After it has expired the ball is started.
177        this->starttimer_.startTimer();
178
179        // Set variable to temporarily force the player to spawn.
180        bool temp = this->bForceSpawn_;
181        this->bForceSpawn_ = true;
182
183        // Call start for the parent class.
184        Deathmatch::start();
185
186        // Reset the variable.
187        this->bForceSpawn_ = temp;
188
189    }
190
191    /**
192    @brief
193        Ends the OrxoBlox minigame.
194    */
195    void OrxoBlox::end()
196    {
197        ChatManager::message("You suck!!");
198        this->cleanup();
199
200        // Call end for the parent class.
201        Deathmatch::end();
202    }
203
204    /**
205    @brief
206        Spawns players, and fills the rest up with bots.
207    */
208    void OrxoBlox::spawnPlayersIfRequested()
209    {
210        // first spawn human players to assign always the left bat to the player in singleplayer
211        for (const auto& mapEntry : this->players_)
212            if (mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
213                this->spawnPlayer(mapEntry.first);
214        // now spawn bots
215        for (const auto& mapEntry : this->players_)
216            if (!mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
217                this->spawnPlayer(mapEntry.first);
218    }
219
220    /**
221    @brief
222        Spawns the input player.
223    @param player
224        The player to be spawned.
225    */
226    void OrxoBlox::spawnPlayer(PlayerInfo* player)
227    {
228        assert(player);
229
230        // If the first (left) bat has no player.
231        if (this->bat_[0]->getPlayer() == nullptr)
232        {
233            player->startControl(this->bat_[0]);
234            this->players_[player].state_ = PlayerState::Alive;
235        }
236        else
237            return;
238    }
239
240    /**
241    @brief
242        Is called when the player scored.
243    */
244    void OrxoBlox::playerScored(PlayerInfo* player, int score)
245    {
246        Deathmatch::playerScored(player, score);
247
248        if (this->center_ != nullptr) // If there is a centerpoint.
249        {
250            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
251           
252            if (player == this->getLeftPlayer())
253                this->center_->fireEvent(FireEventName(OrxoBloxCenterpoint, left));
254
255            // Also announce, that the player has scored.
256            if (player != nullptr)
257                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
258        }
259
260        // If there is a ball present, reset its position, velocity and acceleration.
261        if (this->ball_ != nullptr)
262        {
263            this->ball_->setPosition(Vector3::ZERO);
264            this->ball_->setVelocity(Vector3::ZERO);
265            this->ball_->setAcceleration(Vector3::ZERO);
266            this->ball_->setSpeed(0);
267        }
268
269        // If there are bats reset them to the middle position.
270        if (this->bat_[0] != nullptr && this->bat_[1] != nullptr)
271        {
272            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
273           
274        }
275
276
277        // Restart the timer to start the ball.
278        this->starttimer_.startTimer();
279    }
280
281    /*void OrxoBlox::createStonewall(void){
282        this->futureWall_ = new OrxoBolxWall(this->center_->getContext());
283    }
284
285    /*void Tetris::createBrick(void)             //TODO: random rotation offset between 0 and 3 (times 90°)
286    {
287        // create new futureBrick_
288        this->futureBrick_ = new TetrisBrick(this->center_->getContext());
289
290
291        // Apply the stone template to the stone.
292        this->futureBrick_->addTemplate(this->center_->getBrickTemplate());
293
294        // Attach the brick to the Centerpoint and set the position of the brick to be at the left side.
295        this->center_->attach(this->futureBrick_);
296        float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize();
297        float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize();
298       
299        this->futureBrick_->setPosition(xPos, yPos, 0.0f);
300        this->futureBrick_->setGame(this);
301    }
302
303    }*/
304
305    /**
306    @brief
307        Starts the ball with some default speed.
308    */
309    void OrxoBlox::startBall()
310    {
311        if (this->ball_ != nullptr && this->center_ != nullptr)
312            this->ball_->setSpeed(this->center_->getBallSpeed());
313    }
314
315    /**
316    @brief
317        Get the left player.
318    @return
319        Returns a pointer to the player playing on the left. If there is no left player, nullptr is returned.
320    */
321    PlayerInfo* OrxoBlox::getLeftPlayer() const
322    {
323        if (this->bat_[0] != nullptr)
324            return this->bat_[0]->getPlayer();
325        else
326            return nullptr;
327    }
328
329   
330}
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