| [9702] | 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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| [9709] | 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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| [9777] | 48 | #include "InvaderShip.h" | 
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| [9793] | 49 | #include "InvaderEnemy.h" | 
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| [9874] | 50 | #include "InvaderEnemyShooter.h" | 
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| [9709] | 51 |  | 
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| [9777] | 52 | #include "core/command/ConsoleCommand.h" | 
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| [11052] | 53 | #include "worldentities/ExplosionPart.h" | 
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| [9777] | 54 |  | 
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| [9702] | 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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| [9942] | 62 | this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 | 
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| [11054] | 63 | this->center_ = nullptr; | 
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| [9868] | 64 | bEndGame = false; | 
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| [9829] | 65 | lives = 3; | 
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|  | 66 | level = 1; | 
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|  | 67 | point = 0; | 
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| [9874] | 68 | bShowLevel = false; | 
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| [9829] | 69 | multiplier = 1; | 
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|  | 70 | b_combo = false; | 
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| [9874] | 71 | // spawn enemy every 3.5 seconds | 
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|  | 72 | enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this))); | 
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|  | 73 | comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this))); | 
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| [10624] | 74 | this->setHUDTemplate("InvaderHUD"); | 
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| [9702] | 75 | } | 
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|  | 76 |  | 
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| [9874] | 77 | void Invader::levelUp() | 
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| [9777] | 78 | { | 
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| [9874] | 79 | level++; | 
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| [11054] | 80 | if (getPlayer() != nullptr) | 
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| [9956] | 81 | { | 
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| [9874] | 82 | for (int i = 0; i < 7; i++) | 
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|  | 83 | { | 
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| [11052] | 84 |  | 
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|  | 85 | WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext()); | 
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|  | 86 | chunk5->setPosition(this->center_->getPosition()); | 
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|  | 87 | chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity() | 
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|  | 88 | chunk5->setScale(10); | 
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|  | 89 | chunk5->setEffect1("Orxonox/explosion2b"); | 
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|  | 90 | chunk5->setEffect2("Orxonox/smoke6"); | 
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|  | 91 | chunk5->setMinSpeed(0); | 
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|  | 92 | chunk5->setMaxSpeed(0); | 
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|  | 93 | chunk5->Explode(); | 
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|  | 94 |  | 
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| [9874] | 95 | } | 
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|  | 96 | } | 
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|  | 97 | addPoints(multiplier * 42); | 
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|  | 98 | multiplier *= 2; | 
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|  | 99 | toggleShowLevel(); | 
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|  | 100 | showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this))); | 
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|  | 101 | } | 
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|  | 102 |  | 
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| [10624] | 103 | InvaderShip* Invader::getPlayer() | 
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| [9874] | 104 | { | 
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| [11054] | 105 | if (player == nullptr) | 
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| [9777] | 106 | { | 
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| [11054] | 107 | for (InvaderShip* ship : ObjectList<InvaderShip>()) | 
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|  | 108 | player = ship; | 
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| [9777] | 109 | } | 
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| [9874] | 110 | return player; | 
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|  | 111 | } | 
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|  | 112 |  | 
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|  | 113 | void Invader::spawnEnemy() | 
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|  | 114 | { | 
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| [11054] | 115 | if (getPlayer() == nullptr) | 
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| [9777] | 116 | return; | 
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| [9959] | 117 |  | 
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| [9956] | 118 | for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) | 
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| [9837] | 119 | { | 
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| [10624] | 120 | InvaderEnemy* newPawn; | 
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| [9874] | 121 | if (rand() % 42/(1 + level*level) == 0) | 
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|  | 122 | { | 
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|  | 123 | newPawn = new InvaderEnemyShooter(this->center_->getContext()); | 
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|  | 124 | newPawn->addTemplate("enemyinvadershooter"); | 
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|  | 125 | } | 
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|  | 126 | else | 
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|  | 127 | { | 
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|  | 128 | newPawn = new InvaderEnemy(this->center_->getContext()); | 
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|  | 129 | newPawn->addTemplate("enemyinvader"); | 
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|  | 130 | } | 
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| [9854] | 131 | newPawn->setPlayer(player); | 
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|  | 132 | newPawn->level = level; | 
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| [9868] | 133 | // spawn enemy at random points in front of player. | 
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| [9961] | 134 | newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); | 
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| [9837] | 135 | } | 
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| [9777] | 136 | } | 
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|  | 137 |  | 
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| [11054] | 138 | void Invader::setCenterpoint(InvaderCenterPoint* center) | 
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|  | 139 | { | 
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|  | 140 | this->center_ = center; | 
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|  | 141 | } | 
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|  | 142 |  | 
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| [9858] | 143 | void Invader::costLife() | 
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|  | 144 | { | 
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|  | 145 | lives--; | 
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| [9868] | 146 | multiplier = 1; | 
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|  | 147 | // end the game in 30 seconds. | 
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|  | 148 | if (lives <= 0) | 
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|  | 149 | enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this))); | 
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| [9858] | 150 | }; | 
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|  | 151 |  | 
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| [9829] | 152 | void Invader::comboControll() | 
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|  | 153 | { | 
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|  | 154 | if (b_combo) | 
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|  | 155 | multiplier++; | 
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| [9868] | 156 | // if no combo was performed before, reset multiplier | 
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| [9829] | 157 | else | 
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|  | 158 | multiplier = 1; | 
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|  | 159 | b_combo = false; | 
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|  | 160 | } | 
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|  | 161 |  | 
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| [9702] | 162 | void Invader::start() | 
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|  | 163 | { | 
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|  | 164 | // Set variable to temporarily force the player to spawn. | 
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|  | 165 | this->bForceSpawn_ = true; | 
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|  | 166 |  | 
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| [11054] | 167 | if (this->center_ == nullptr)  // abandon mission! | 
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| [9709] | 168 | { | 
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|  | 169 | orxout(internal_error) << "Invader: No Centerpoint specified." << endl; | 
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|  | 170 | GSLevel::startMainMenu(); | 
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|  | 171 | return; | 
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|  | 172 | } | 
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| [9702] | 173 | // Call start for the parent class. | 
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|  | 174 | Deathmatch::start(); | 
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|  | 175 | } | 
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| [9874] | 176 | void Invader::addPoints(int numPoints) | 
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|  | 177 | { | 
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|  | 178 | if (!bEndGame) | 
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|  | 179 | { | 
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|  | 180 | point += numPoints * multiplier; | 
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|  | 181 | b_combo = true; | 
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|  | 182 | } | 
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|  | 183 | } | 
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| [9702] | 184 |  | 
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|  | 185 | void Invader::end() | 
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|  | 186 | { | 
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| [9868] | 187 | // DON'T CALL THIS! | 
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|  | 188 | //      Deathmatch::end(); | 
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|  | 189 | // It will misteriously crash the game! | 
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|  | 190 | // Instead startMainMenu, this won't crash. | 
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|  | 191 | GSLevel::startMainMenu(); | 
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| [9702] | 192 | } | 
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|  | 193 | } | 
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