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 | * Fabian 'x3n' Landau |
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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 Jump.cc |
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31 | @brief Implementation of the Jump class. |
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32 | */ |
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33 | |
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34 | #include "Jump.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 | #include "JumpCenterpoint.h" |
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45 | #include "JumpPlatform.h" |
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46 | #include "JumpPlatformStatic.h" |
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47 | #include "JumpPlatformHMove.h" |
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48 | #include "JumpPlatformVMove.h" |
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49 | #include "JumpFigure.h" |
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50 | |
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51 | #include "infos/PlayerInfo.h" |
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52 | |
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53 | namespace orxonox |
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54 | { |
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55 | // Events to allow to react to scoring of a player, in the level-file. |
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56 | CreateEventName(JumpCenterpoint, right); |
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57 | CreateEventName(JumpCenterpoint, left); |
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58 | |
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59 | RegisterUnloadableClass(Jump); |
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60 | |
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61 | /** |
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62 | @brief |
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63 | Constructor. Registers and initializes the object. |
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64 | */ |
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65 | Jump::Jump(Context* context) : Deathmatch(context) |
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66 | { |
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67 | RegisterObject(Jump); |
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68 | |
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69 | this->center_ = 0; |
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70 | this->figure_ = 0; |
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71 | this->camera = 0; |
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72 | |
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73 | platformList.clear(); |
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74 | |
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75 | this->setHUDTemplate("JumpHUD"); |
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76 | |
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77 | // Pre-set the timer, but don't start it yet. |
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78 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Jump::startBall, this))); |
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79 | this->starttimer_.stopTimer(); |
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80 | |
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81 | |
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82 | this->scoreLimit_ = 10; |
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83 | this->setConfigValues(); |
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84 | } |
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85 | |
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86 | /** |
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87 | @brief |
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88 | Destructor. Cleans up, if initialized. |
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89 | */ |
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90 | Jump::~Jump() |
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91 | { |
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92 | if (this->isInitialized()) |
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93 | { |
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94 | this->cleanup(); |
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95 | } |
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96 | } |
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97 | |
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98 | void Jump::tick(float dt) |
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99 | { |
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100 | SUPER(Jump, tick, dt); |
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101 | |
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102 | if (figure_ != NULL) |
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103 | { |
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104 | Vector3 figurePosition = figure_->getPosition(); |
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105 | Vector3 figureVelocity = figure_->getVelocity(); |
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106 | |
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107 | if (figurePosition.z > totalScreenShift) |
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108 | { |
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109 | screenShiftSinceLastUpdate += figurePosition.z - totalScreenShift; |
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110 | totalScreenShift = figurePosition.z; |
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111 | |
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112 | // Falls noetig neue Platformen im neuen Bereich einfuegen |
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113 | if (screenShiftSinceLastUpdate > sectionLength) |
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114 | { |
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115 | screenShiftSinceLastUpdate -= sectionLength; |
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116 | addSection(); |
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117 | } |
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118 | } |
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119 | |
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120 | // Spiel verloren wegen Ansturz? |
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121 | if (figurePosition.z < totalScreenShift - center_->getFieldDimension().y && figureVelocity.z < 0) |
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122 | { |
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123 | end(); |
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124 | } |
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125 | |
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126 | |
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127 | if (this->camera != NULL) |
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128 | { |
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129 | Vector3 cameraPosition = Vector3(0, totalScreenShift, 0); |
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130 | camera->setPosition(cameraPosition); |
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131 | } |
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132 | else |
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133 | { |
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134 | orxout() << "No camera found." << endl; |
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135 | //this->camera = this->figure_->getCamera(); |
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136 | } |
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137 | } |
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138 | else |
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139 | { |
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140 | //orxout() << "No figure found." << endl; |
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141 | } |
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142 | |
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143 | // Platformen, die zu weit unten sind entfernen |
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144 | Vector3 platformPosition; |
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145 | for (std::list<JumpPlatform*>::iterator it = platformList.begin(); it != platformList.end(); it++) |
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146 | { |
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147 | // IDEE: Statt durch alle platformen in der Liste, wie im Tutorial durch alle objekte im Spiel iterieren --> eigene liste unnoetig |
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148 | platformPosition = (**it).getPosition(); |
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149 | if (platformPosition.z < totalScreenShift - center_->getFieldDimension().y) |
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150 | { |
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151 | // Entferne Platform |
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152 | orxout() << "position = " << (**it).getPosition().y << endl; |
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153 | center_->detach(*it); |
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154 | it = platformList.erase(it); |
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155 | } |
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156 | } |
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157 | } |
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158 | |
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159 | |
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160 | void Jump::setConfigValues() |
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161 | { |
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162 | SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins."); |
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163 | } |
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164 | |
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165 | /** |
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166 | @brief |
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167 | Cleans up the Gametype by destroying the ball and the bats. |
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168 | */ |
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169 | void Jump::cleanup() |
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170 | { |
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171 | /*if (this->ball_ != NULL) // Destroy the ball, if present. |
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172 | { |
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173 | this->ball_->destroy(); |
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174 | this->ball_ = 0; |
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175 | }*/ |
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176 | |
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177 | // Destroy both bats, if present. |
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178 | if (this->figure_ != NULL) |
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179 | { |
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180 | this->figure_->destroy(); |
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181 | this->figure_ = 0; |
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182 | } |
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183 | this->camera = 0; |
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184 | } |
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185 | |
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186 | /** |
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187 | @brief |
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188 | Starts the Jump minigame. |
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189 | */ |
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190 | void Jump::start() |
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191 | { |
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192 | if (this->center_ != NULL) // There needs to be a JumpCenterpoint, i.e. the area the game takes place. |
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193 | { |
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194 | |
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195 | |
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196 | // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. |
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197 | /*this->center_->attach(this->ball_); |
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198 | this->ball_->setPosition(0, 0, 0); |
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199 | this->ball_->setFieldDimension(this->center_->getFieldDimension()); |
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200 | |
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201 | // Set the bats for the ball. |
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202 | this->ball_->setFigure(this->figure_); |
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203 | */ |
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204 | |
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205 | // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint. |
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206 | if (this->figure_ == NULL) |
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207 | { |
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208 | this->figure_ = new JumpFigure(this->center_->getContext()); |
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209 | this->figure_->addTemplate(this->center_->getBattemplate()); |
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210 | } |
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211 | |
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212 | // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to. |
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213 | this->center_->attach(this->figure_); |
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214 | this->figure_->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); |
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215 | this->figure_->yaw(Degree(-90)); |
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216 | this->figure_->setSpeed(this->center_->getBatSpeed()); |
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217 | this->figure_->setFieldDimension(this->center_->getFieldDimension()); |
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218 | this->figure_->setLength(this->center_->getBatLength()); |
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219 | |
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220 | |
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221 | } |
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222 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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223 | { |
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224 | orxout(internal_error) << "Jump: No Centerpoint specified." << endl; |
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225 | GSLevel::startMainMenu(); |
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226 | return; |
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227 | } |
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228 | |
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229 | // Start the timer. After it has expired the ball is started. |
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230 | this->starttimer_.startTimer(); |
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231 | |
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232 | // Set variable to temporarily force the player to spawn. |
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233 | bool temp = this->bForceSpawn_; |
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234 | this->bForceSpawn_ = true; |
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235 | |
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236 | // Call start for the parent class. |
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237 | Deathmatch::start(); |
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238 | |
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239 | // Reset the variable. |
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240 | this->bForceSpawn_ = temp; |
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241 | |
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242 | if (this->figure_ != NULL) |
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243 | { |
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244 | this->camera = this->figure_->getCamera(); |
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245 | } |
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246 | |
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247 | totalScreenShift = 0.0; |
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248 | screenShiftSinceLastUpdate = 0.0; |
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249 | sectionNumber = 0; |
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250 | sectionLength = 100.0; |
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251 | |
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252 | addStartSection(); |
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253 | addSection(); |
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254 | addSection(); |
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255 | } |
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256 | |
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257 | /** |
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258 | @brief |
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259 | Ends the Jump minigame. |
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260 | */ |
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261 | void Jump::end() |
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262 | { |
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263 | this->cleanup(); |
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264 | |
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265 | // Call end for the parent class. |
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266 | Deathmatch::end(); |
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267 | } |
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268 | |
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269 | /** |
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270 | @brief |
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271 | Spawns players, and fills the rest up with bots. |
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272 | */ |
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273 | void Jump::spawnPlayersIfRequested() |
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274 | { |
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275 | |
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276 | // first spawn human players to assign always the left bat to the player in singleplayer |
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277 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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278 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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279 | this->spawnPlayer(it->first); |
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280 | // now spawn bots |
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281 | /* |
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282 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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283 | if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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284 | this->spawnPlayer(it->first); |
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285 | */ |
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286 | } |
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287 | |
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288 | /** |
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289 | @brief |
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290 | Spawns the input player. |
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291 | @param player |
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292 | The player to be spawned. |
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293 | */ |
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294 | void Jump::spawnPlayer(PlayerInfo* player) |
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295 | { |
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296 | assert(player); |
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297 | |
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298 | // If the first (left) bat has no player. |
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299 | if (this->figure_->getPlayer() == NULL) |
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300 | { |
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301 | player->startControl(this->figure_); |
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302 | this->players_[player].state_ = PlayerState::Alive; |
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303 | } |
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304 | // If both bats are taken. |
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305 | else |
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306 | { |
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307 | return; |
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308 | } |
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309 | |
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310 | } |
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311 | |
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312 | /** |
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313 | @brief |
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314 | Is called when the player scored. |
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315 | */ |
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316 | void Jump::playerScored(PlayerInfo* player, int score) |
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317 | { |
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318 | /* |
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319 | Deathmatch::playerScored(player, score); |
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320 | if (this->center_ != NULL) // If there is a centerpoint. |
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321 | { |
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322 | // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks. |
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323 | if (player == this->getRightPlayer()) |
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324 | this->center_->fireEvent(FireEventName(JumpCenterpoint, right)); |
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325 | else if (player == this->getLeftPlayer()) |
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326 | this->center_->fireEvent(FireEventName(JumpCenterpoint, left)); |
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327 | |
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328 | // Also announce, that the player has scored. |
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329 | if (player != NULL) |
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330 | this->gtinfo_->sendAnnounceMessage(player->getName() + " scored"); |
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331 | } |
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332 | |
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333 | // If there is a ball present, reset its position, velocity and acceleration. |
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334 | if (this->ball_ != NULL) |
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335 | { |
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336 | this->ball_->setPosition(Vector3::ZERO); |
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337 | this->ball_->setVelocity(Vector3::ZERO); |
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338 | this->ball_->setAcceleration(Vector3::ZERO); |
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339 | this->ball_->setSpeed(0); |
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340 | } |
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341 | |
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342 | // If there are bats reset them to the middle position. |
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343 | if (this->figure_[0] != NULL && this->figure_[1] != NULL) |
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344 | { |
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345 | this->figure_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); |
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346 | this->figure_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0); |
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347 | } |
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348 | |
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349 | // If a player gets enough points, he won the game -> end of game |
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350 | PlayerInfo* winningPlayer = NULL; |
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351 | if (this->getLeftPlayer() && this->getScore(this->getLeftPlayer()) >= scoreLimit_) |
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352 | winningPlayer = this->getLeftPlayer(); |
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353 | else if (this->getRightPlayer() && this->getScore(this->getRightPlayer()) >= scoreLimit_) |
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354 | winningPlayer = getLeftPlayerthis->getRightPlayer(); |
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355 | |
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356 | if (winningPlayer) |
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357 | { |
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358 | ChatManager::message(winningPlayer->getName() + " has won!"); |
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359 | this->end(); |
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360 | } |
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361 | |
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362 | // Restart the timer to start the ball. |
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363 | this->starttimer_.startTimer(); |
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364 | |
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365 | */ |
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366 | } |
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367 | |
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368 | /** |
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369 | @brief |
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370 | Starts the ball with some default speed. |
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371 | */ |
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372 | void Jump::startBall() |
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373 | { |
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374 | |
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375 | } |
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376 | |
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377 | /** |
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378 | @brief |
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379 | Get the left player. |
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380 | @return |
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381 | Returns a pointer to the player playing on the left. If there is no left player, NULL is returned. |
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382 | */ |
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383 | PlayerInfo* Jump::getPlayer() const |
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384 | { |
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385 | if (this->figure_ != NULL) |
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386 | { |
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387 | return this->figure_->getPlayer(); |
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388 | } |
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389 | else |
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390 | { |
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391 | return 0; |
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392 | } |
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393 | } |
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394 | |
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395 | void Jump::addPlatform(JumpPlatform* newPlatform, float xPosition, float zPosition) |
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396 | { |
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397 | if (newPlatform != NULL) |
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398 | { |
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399 | newPlatform->setPosition(Vector3(xPosition, 0.0, zPosition)); |
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400 | newPlatform->setFieldDimension(center_->getFieldDimension()); |
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401 | newPlatform->setFigure(this->figure_); |
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402 | center_->attach(newPlatform); |
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403 | platformList.push_front(newPlatform); |
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404 | } |
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405 | } |
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406 | |
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407 | void Jump::addStartSection() |
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408 | { |
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409 | JumpPlatform* newPlatform; |
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410 | |
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411 | for (float xPosition = -center_->getFieldDimension().x; xPosition <= center_->getFieldDimension().x; xPosition += 12.0) |
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412 | { |
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413 | newPlatform = new JumpPlatformStatic(center_->getContext()); |
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414 | addPlatform(newPlatform, xPosition, -0.05*sectionLength); |
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415 | } |
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416 | } |
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417 | |
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418 | void Jump::addSection() |
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419 | { |
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420 | float fieldWidth = center_->getFieldDimension().x; |
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421 | float fieldHeight = center_->getFieldDimension().y; |
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422 | |
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423 | float sectionBegin = sectionNumber * sectionLength; |
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424 | float sectionEnd = (1.0 + sectionNumber) * sectionLength; |
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425 | |
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426 | JumpPlatformStatic* newPlatformStatic; |
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427 | JumpPlatformHMove* newPlatformHMove; |
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428 | JumpPlatformVMove* newPlatformVMove; |
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429 | |
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430 | switch (rand()%3) |
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431 | { |
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432 | case 0: |
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433 | for (int i = 0; i < 10; ++i) |
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434 | { |
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435 | newPlatformStatic = new JumpPlatformStatic(center_->getContext()); |
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436 | addPlatform(newPlatformStatic, randomXPosition(), sectionBegin + i*sectionLength/10); |
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437 | } |
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438 | break; |
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439 | case 1: |
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440 | for (int i = 0; i < 10; ++i) |
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441 | { |
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442 | newPlatformHMove = new JumpPlatformHMove(center_->getContext()); |
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443 | newPlatformHMove->setProperties(-fieldWidth, fieldWidth, 30.0); |
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444 | addPlatform(newPlatformHMove, randomXPosition(), sectionBegin + i*sectionLength/10); |
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445 | } |
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446 | |
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447 | break; |
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448 | case 2: |
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449 | for (int i = 0; i < 10; ++i) |
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450 | { |
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451 | newPlatformVMove = new JumpPlatformVMove(center_->getContext()); |
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452 | newPlatformVMove->setProperties(sectionBegin, sectionEnd, 20.0); |
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453 | addPlatform(newPlatformVMove, -fieldWidth + i*fieldWidth*2/10, randomYPosition(sectionBegin, sectionEnd)); |
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454 | } |
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455 | break; |
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456 | } |
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457 | orxout() << "new section added with number "<< sectionNumber << endl; |
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458 | |
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459 | ++ sectionNumber; |
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460 | } |
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461 | |
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462 | float Jump::randomXPosition() |
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463 | { |
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464 | return (float)(rand()%(2*(int)center_->getFieldDimension().x)) - center_->getFieldDimension().x; |
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465 | } |
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466 | |
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467 | float Jump::randomYPosition(float lowerBoundary, float upperBoundary) |
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468 | { |
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469 | return (float)(rand()%(int)(upperBoundary - lowerBoundary)) + lowerBoundary; |
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470 | } |
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471 | |
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472 | int Jump::getScore(PlayerInfo* player) const |
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473 | { |
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474 | return sectionNumber - 2; |
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475 | } |
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476 | |
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477 | } |
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