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source: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc @ 12305

Last change on this file since 12305 was 12305, checked in by jeromela, 5 years ago

Ball bewegt sich in zwei Richtungen

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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#include "OrxoBloxWall.h"
50
51
52namespace orxonox
53{
54    // Events to allow to react to scoring of a player, in the level-file.
55    CreateEventName(OrxoBloxCenterpoint, right);
56    CreateEventName(OrxoBloxCenterpoint, left);
57
58    RegisterUnloadableClass(OrxoBlox);
59
60    /**
61    @brief
62        Constructor. Registers and initializes the object.
63    */
64    OrxoBlox::OrxoBlox(Context* context) : Deathmatch(context)
65    {
66        RegisterObject(OrxoBlox);
67
68        this->center_ = nullptr;
69        this->ball_ = nullptr;
70        this->bat_[0] = nullptr;
71        this->futureWall_ = nullptr;
72
73        //this->setHUDTemplate("pongHUD");
74        //Error when specified
75
76        // Pre-set the timer, but don't start it yet.
77        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&OrxoBlox::startBall, this)));
78        this->starttimer_.stopTimer();
79
80        // Set the type of Bots for this particular Gametype.
81        this->botclass_ = Class(OrxoBloxBat);
82
83        this->scoreLimit_ = 10;
84        this->setConfigValues();
85    }
86
87    /**
88    @brief
89        Destructor. Cleans up, if initialized.
90    */
91    OrxoBlox::~OrxoBlox()
92    {
93        if (this->isInitialized())
94            this->cleanup();
95    }
96
97    void OrxoBlox::setConfigValues()
98    {
99        SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins.");
100    }
101
102    /**
103    @brief
104        Cleans up the Gametype by destroying the ball and the bats.
105    */
106    void OrxoBlox::cleanup()
107    {
108        if (this->ball_ != nullptr) // Destroy the ball, if present.
109        {
110            this->ball_->destroy();
111            this->ball_ = nullptr;
112        }
113
114        // Destroy both bats, if present.
115        for (size_t i = 0; i < 2; ++i)
116        {
117            if (this->bat_[0] != nullptr)
118            {
119                this->bat_[0]->destroy();
120                this->bat_[0] = nullptr;
121            }
122        }
123
124    }
125
126    /**
127    @brief
128        Starts the OrxoBlox minigame.
129    */
130    void OrxoBlox::start()
131    {
132        if (this->center_ != nullptr) // There needs to be a OrxoBloxCenterpoint, i.e. the area the game takes place.
133        {
134            if (this->ball_ == nullptr) // If there is no ball, create a new ball.
135            {
136                this->ball_ = new OrxoBloxBall(this->center_->getContext());
137                // Apply the template for the ball specified by the centerpoint.
138                this->ball_->addTemplate(this->center_->getBalltemplate());
139            }
140
141            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
142            this->center_->attach(this->ball_);
143            this->ball_->setPosition(0,0,50); //Startposition
144            this->ball_->setFieldDimension(this->center_->getFieldDimension());
145            this->ball_->setSpeed(0);
146            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
147            this->ball_->setBatLength(this->center_->getBatLength());
148
149            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
150            for (WeakPtr<orxonox::OrxoBloxBat>& bat : this->bat_)
151            {
152                if (bat == nullptr)
153                {
154                    bat = new OrxoBloxBat(this->center_->getContext());
155                    bat->addTemplate(this->center_->getBattemplate());
156                }
157            }
158
159            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
160            this->center_->attach(this->bat_[0]);
161            this->center_->attach(this->bat_[1]);
162            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
163            this->bat_[0]->yaw(Degree(-90));
164            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
165            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
166            this->bat_[0]->setLength(this->center_->getBatLength());
167
168            // Set the bats for the ball.
169            this->ball_->setBats(this->bat_);
170        }
171        else // If no centerpoint was specified, an error is thrown and the level is exited.
172        {
173            orxout(internal_error) << "OrxoBlox: No Centerpoint specified." << endl;
174            GSLevel::startMainMenu();
175            return;
176        }
177
178        // Start the timer. After it has expired the ball is started.
179        this->starttimer_.startTimer();
180
181        // Set variable to temporarily force the player to spawn.
182        bool temp = this->bForceSpawn_;
183        this->bForceSpawn_ = true;
184
185        // Call start for the parent class.
186        Deathmatch::start();
187
188        // Reset the variable.
189        this->bForceSpawn_ = temp;
190
191    }
192
193    /**
194    @brief
195        Ends the OrxoBlox minigame.
196    */
197    void OrxoBlox::end()
198    {
199        ChatManager::message("You suck!!");
200        this->cleanup();
201
202        // Call end for the parent class.
203        Deathmatch::end();
204    }
205
206    /**
207    @brief
208        Spawns players, and fills the rest up with bots.
209    */
210    void OrxoBlox::spawnPlayersIfRequested()
211    {
212        // first spawn human players to assign always the left bat to the player in singleplayer
213        for (const auto& mapEntry : this->players_)
214            if (mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
215                this->spawnPlayer(mapEntry.first);
216        // now spawn bots
217        for (const auto& mapEntry : this->players_)
218            if (!mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
219                this->spawnPlayer(mapEntry.first);
220    }
221
222    /**
223    @brief
224        Spawns the input player.
225    @param player
226        The player to be spawned.
227    */
228    void OrxoBlox::spawnPlayer(PlayerInfo* player)
229    {
230        assert(player);
231
232        // If the first (left) bat has no player.
233        if (this->bat_[0]->getPlayer() == nullptr)
234        {
235            player->startControl(this->bat_[0]);
236            this->players_[player].state_ = PlayerState::Alive;
237        }
238        else
239            return;
240    }
241
242    /**
243    @brief
244        Is called when the player scored.
245    */
246    void OrxoBlox::playerScored(PlayerInfo* player, int score)
247    {
248        Deathmatch::playerScored(player, score);
249
250        if (this->center_ != nullptr) // If there is a centerpoint.
251        {
252            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
253           
254            if (player == this->getLeftPlayer())
255                this->center_->fireEvent(FireEventName(OrxoBloxCenterpoint, left));
256
257            // Also announce, that the player has scored.
258            if (player != nullptr)
259                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
260        }
261
262        // If there is a ball present, reset its position, velocity and acceleration.
263        if (this->ball_ != nullptr)
264        {
265            this->ball_->setPosition(Vector3::ZERO);
266            this->ball_->setVelocity(Vector3::ZERO);
267            this->ball_->setAcceleration(Vector3::ZERO);
268            this->ball_->setSpeed(0);
269        }
270
271        // If there are bats reset them to the middle position.
272        if (this->bat_[0] != nullptr && this->bat_[1] != nullptr)
273        {
274            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
275           
276        }
277
278
279        // Restart the timer to start the ball.
280        this->starttimer_.startTimer();
281    }
282
283    /*void OrxoBlox::createStonewall(void){
284        this->futureWall_ = new OrxoBolxWall(this->center_->getContext());
285    }
286
287    /*void Tetris::createBrick(void)             //TODO: random rotation offset between 0 and 3 (times 90°)
288    {
289        // create new futureBrick_
290        this->futureBrick_ = new TetrisBrick(this->center_->getContext());
291
292
293        // Apply the stone template to the stone.
294        this->futureBrick_->addTemplate(this->center_->getBrickTemplate());
295
296        // Attach the brick to the Centerpoint and set the position of the brick to be at the left side.
297        this->center_->attach(this->futureBrick_);
298        float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize();
299        float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize();
300       
301        this->futureBrick_->setPosition(xPos, yPos, 0.0f);
302        this->futureBrick_->setGame(this);
303    }
304
305    }*/
306
307    /**
308    @brief
309        Starts the ball with some default speed.
310    */
311    void OrxoBlox::startBall()
312    {
313        if (this->ball_ != nullptr && this->center_ != nullptr)
314            this->ball_->setSpeed(this->center_->getBallSpeed());
315    }
316
317    /**
318    @brief
319        Get the left player.
320    @return
321        Returns a pointer to the player playing on the left. If there is no left player, nullptr is returned.
322    */
323    PlayerInfo* OrxoBlox::getLeftPlayer() const
324    {
325        if (this->bat_[0] != nullptr)
326            return this->bat_[0]->getPlayer();
327        else
328            return nullptr;
329    }
330
331   
332}
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