| 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 "Invader.h" | 
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| 35 |  | 
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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 "InvaderCenterPoint.h" | 
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| 48 | #include "InvaderShip.h" | 
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| 49 | #include "InvaderEnemy.h" | 
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| 50 | #include "InvaderEnemyShooter.h" | 
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| 51 |  | 
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| 52 | #include "core/command/ConsoleCommand.h" | 
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| 53 | #include "worldentities/BigExplosion.h" | 
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| 54 |  | 
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| 55 | namespace orxonox | 
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| 56 | { | 
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| 57 | RegisterUnloadableClass(Invader); | 
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| 58 |  | 
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| 59 | Invader::Invader(Context* context) : Deathmatch(context) | 
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| 60 | { | 
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| 61 | RegisterObject(Invader); | 
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| 62 | this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 | 
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| 63 | this->center_ = 0; | 
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| 64 | init(); | 
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| 65 | this->setHUDTemplate("InvaderHUD"); | 
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| 66 | } | 
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| 67 |  | 
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| 68 | void Invader::init() | 
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| 69 | { | 
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| 70 | bEndGame = false; | 
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| 71 | lives = 3; | 
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| 72 | level = 1; | 
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| 73 | point = 0; | 
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| 74 | bShowLevel = false; | 
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| 75 | multiplier = 1; | 
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| 76 | b_combo = false; | 
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| 77 | // spawn enemy every 3.5 seconds | 
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| 78 | enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this))); | 
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| 79 | comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this))); | 
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| 80 | } | 
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| 81 |  | 
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| 82 | void Invader::levelUp() | 
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| 83 | { | 
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| 84 | level++; | 
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| 85 | if (getPlayer() != NULL) | 
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| 86 | { | 
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| 87 | for (int i = 0; i < 7; i++) | 
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| 88 | { | 
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| 89 | WeakPtr<BigExplosion> chunk = new BigExplosion(this->center_->getContext()); | 
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| 90 | chunk->setPosition(Vector3(600, 0, 100.f * i - 300)); | 
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| 91 | chunk->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity() | 
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| 92 | chunk->setScale(20); | 
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| 93 | } | 
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| 94 | } | 
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| 95 | addPoints(multiplier * 42); | 
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| 96 | multiplier *= 2; | 
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| 97 | toggleShowLevel(); | 
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| 98 | showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this))); | 
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| 99 | } | 
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| 100 |  | 
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| 101 | WeakPtr<InvaderShip> Invader::getPlayer() | 
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| 102 | { | 
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| 103 | if (player == NULL) | 
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| 104 | { | 
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| 105 | for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it) | 
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| 106 | player = *it; | 
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| 107 | } | 
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| 108 | return player; | 
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| 109 | } | 
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| 110 |  | 
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| 111 | void Invader::spawnEnemy() | 
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| 112 | { | 
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| 113 | if (getPlayer() == NULL) | 
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| 114 | return; | 
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| 115 |  | 
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| 116 | for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) | 
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| 117 | { | 
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| 118 | WeakPtr<InvaderEnemy> newPawn; | 
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| 119 | if (rand() % 42/(1 + level*level) == 0) | 
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| 120 | { | 
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| 121 | newPawn = new InvaderEnemyShooter(this->center_->getContext()); | 
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| 122 | newPawn->addTemplate("enemyinvadershooter"); | 
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| 123 | } | 
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| 124 | else | 
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| 125 | { | 
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| 126 | newPawn = new InvaderEnemy(this->center_->getContext()); | 
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| 127 | newPawn->addTemplate("enemyinvader"); | 
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| 128 | } | 
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| 129 | newPawn->setPlayer(player); | 
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| 130 | newPawn->level = level; | 
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| 131 | // spawn enemy at random points in front of player. | 
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| 132 | newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); | 
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| 133 | } | 
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| 134 | } | 
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| 135 |  | 
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| 136 | void Invader::costLife() | 
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| 137 | { | 
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| 138 | lives--; | 
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| 139 | multiplier = 1; | 
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| 140 | // end the game in 30 seconds. | 
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| 141 | if (lives <= 0) | 
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| 142 | enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this))); | 
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| 143 | }; | 
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| 144 |  | 
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| 145 | void Invader::comboControll() | 
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| 146 | { | 
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| 147 | if (b_combo) | 
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| 148 | multiplier++; | 
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| 149 | // if no combo was performed before, reset multiplier | 
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| 150 | else | 
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| 151 | multiplier = 1; | 
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| 152 | b_combo = false; | 
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| 153 | } | 
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| 154 |  | 
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| 155 | void Invader::start() | 
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| 156 | { | 
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| 157 | init(); | 
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| 158 | // Set variable to temporarily force the player to spawn. | 
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| 159 | this->bForceSpawn_ = true; | 
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| 160 |  | 
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| 161 | if (this->center_ == NULL)  // abandon mission! | 
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| 162 | { | 
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| 163 | orxout(internal_error) << "Invader: No Centerpoint specified." << endl; | 
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| 164 | GSLevel::startMainMenu(); | 
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| 165 | return; | 
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| 166 | } | 
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| 167 | // Call start for the parent class. | 
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| 168 | Deathmatch::start(); | 
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| 169 | } | 
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| 170 | void Invader::addPoints(int numPoints) | 
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| 171 | { | 
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| 172 | if (!bEndGame) | 
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| 173 | { | 
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| 174 | point += numPoints * multiplier; | 
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| 175 | b_combo = true; | 
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| 176 | } | 
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| 177 | } | 
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| 178 |  | 
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| 179 | void Invader::end() | 
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| 180 | { | 
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| 181 | // DON'T CALL THIS! | 
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| 182 | //      Deathmatch::end(); | 
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| 183 | // It will misteriously crash the game! | 
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| 184 | // Instead startMainMenu, this won't crash. | 
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| 185 | GSLevel::startMainMenu(); | 
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| 186 | } | 
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| 187 | } | 
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