| 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 | * Manuel Meier |
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| 24 | * Co-authors: |
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| 25 | * Cyrill Muskelprotz |
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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 Hover.cc |
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| 31 | @brief Implementation of the Hover class. Sets up the whole Minigame |
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| 32 | */ |
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| 33 | |
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| 34 | //#include "orxonox/worldentities/pawns/SpaceShip.h" |
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| 35 | #include "Hover.h" |
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| 36 | |
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| 37 | #include "HoverWall.h" |
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| 38 | #include "HoverFlag.h" |
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| 39 | #include "core/CoreIncludes.h" |
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| 40 | |
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| 41 | #include <iostream> |
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| 42 | #include <string> |
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| 43 | #include <time.h> |
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| 44 | #include <stdlib.h> |
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| 45 | #include <memory.h> |
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| 46 | #include <stdint.h> |
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| 47 | #include <fstream> |
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| 48 | #include <vector> |
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| 49 | |
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| 50 | namespace orxonox |
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| 51 | { |
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| 52 | bool firstTick = true; |
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| 53 | |
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| 54 | //Levelcode represents the pitch: It's a 10x10 field. |
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| 55 | // 1 represents a Wall on the right side of this square |
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| 56 | // 2 represents a Wall on the top of this square |
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| 57 | // 3 represents 2 and 1 at the same time |
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| 58 | // Note: the levelcode is generated from the Maze-Generator functions at the beginning of the game |
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| 59 | int levelcode[10][10] = |
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| 60 | { |
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| 61 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 62 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 63 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 64 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 65 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 66 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 67 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 68 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 69 | { 0,0,0,0,0,0,0,0,0,0 }, |
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| 70 | { 0,0,0,0,0,0,0,0,0,0 } |
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| 71 | }; |
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| 72 | |
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| 73 | const int NumCells = 10; |
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| 74 | unsigned char* g_Maze = new unsigned char[ NumCells* NumCells ]; |
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| 75 | |
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| 76 | // current traversing position |
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| 77 | int g_PtX; |
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| 78 | int g_PtY; |
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| 79 | |
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| 80 | // return the current index in g_Maze |
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| 81 | int Hover::CellIdx() |
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| 82 | { |
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| 83 | return g_PtX + NumCells * g_PtY; |
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| 84 | } |
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| 85 | |
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| 86 | |
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| 87 | int Hover::RandomInt() |
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| 88 | { |
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| 89 | return (rand() % NumCells); |
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| 90 | } |
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| 91 | |
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| 92 | int Hover::RandomInt4() |
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| 93 | { |
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| 94 | return (rand() % 4); |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | RegisterUnloadableClass(Hover); |
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| 99 | |
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| 100 | |
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| 101 | |
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| 102 | |
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| 103 | |
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| 104 | |
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| 105 | |
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| 106 | Hover::Hover(Context* context) : Gametype(context) |
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| 107 | { |
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| 108 | |
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| 109 | RegisterObject(Hover); |
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| 110 | this->setHUDTemplate("HoverHUD"); |
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| 111 | } |
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| 112 | |
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| 113 | |
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| 114 | |
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| 115 | void Hover::tick(float dt) |
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| 116 | { |
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| 117 | |
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| 118 | SUPER(Hover, tick, dt); |
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| 119 | |
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| 120 | |
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| 121 | |
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| 122 | |
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| 123 | if(firstTick) |
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| 124 | { |
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| 125 | |
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| 126 | std::fill( g_Maze, g_Maze + NumCells * NumCells, 0 ); |
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| 127 | g_PtX=0; |
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| 128 | g_PtY=0; |
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| 129 | GenerateMaze(); |
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| 130 | RenderMaze(); |
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| 131 | firstTick = false; |
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| 132 | |
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| 133 | //Outer Walls |
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| 134 | for(int i = 0; i<10; i++){ |
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| 135 | new HoverWall(origin_->getContext(), 0, i+1, 1); |
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| 136 | new HoverWall(origin_->getContext(), 10, i+1, 1); |
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| 137 | new HoverWall(origin_->getContext(), i+1, 0, 2); |
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| 138 | new HoverWall(origin_->getContext(), i+1, 10, 2); |
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| 139 | } |
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| 140 | |
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| 141 | //Generate inner Walls according to levelcode |
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| 142 | for(int y=0; y<10; y++){ |
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| 143 | for(int x=0; x<10; x++){ |
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| 144 | switch(levelcode[y][x]){ |
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| 145 | case 1: new HoverWall(origin_->getContext(), x+1, 10-y, 1); |
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| 146 | break; |
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| 147 | case 3: new HoverWall(origin_->getContext(), x+1, 10-y, 1); |
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| 148 | case 2: new HoverWall(origin_->getContext(), x+1, 10-y, 0); |
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| 149 | default: break; |
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| 150 | } |
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| 151 | |
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| 152 | |
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| 153 | |
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| 154 | } |
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| 155 | } |
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| 156 | |
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| 157 | //Generate 5 flags randomly |
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| 158 | for ( int i = 0; i < 5; i++ ) |
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| 159 | flagVector.push_back(new HoverFlag(origin_->getContext(), rand()%10, rand()%10)); |
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| 160 | |
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| 161 | Flags_ = flagVector.size(); |
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| 162 | |
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| 163 | }//firsttick end |
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| 164 | |
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| 165 | // Check if ship collided with one of the flags |
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| 166 | for ( unsigned int i = 0; i < flagVector.size(); i++ ){ |
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| 167 | if(flagVector[i]->getCollided()){ |
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| 168 | flagVector[i]->destroyLater(); |
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| 169 | flagVector.erase (flagVector.begin()+i); |
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| 170 | } |
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| 171 | } |
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| 172 | Flags_ = flagVector.size(); |
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| 173 | |
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| 174 | |
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| 175 | |
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| 176 | } |
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| 177 | |
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| 178 | int Hover::getFlags() |
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| 179 | { |
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| 180 | |
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| 181 | // Call start for the parent class. |
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| 182 | return Flags_; |
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| 183 | } |
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| 184 | |
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| 185 | void Hover::start() |
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| 186 | { |
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| 187 | |
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| 188 | // Call start for the parent class. |
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| 189 | Gametype::start(); |
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| 190 | |
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| 191 | } |
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| 192 | |
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| 193 | |
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| 194 | void Hover::end() |
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| 195 | { |
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| 196 | // DON'T CALL THIS! |
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| 197 | // Deathmatch::end(); |
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| 198 | // It will misteriously crash the game! |
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| 199 | // Instead startMainMenu, this won't crash. |
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| 200 | GSLevel::startMainMenu(); |
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| 201 | } |
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| 202 | |
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| 203 | |
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| 204 | |
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| 205 | |
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| 206 | // Some definitions for the Maze-Generator |
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| 207 | |
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| 208 | // 0 1 2 3 4 5 6 7 8 |
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| 209 | // U R D L |
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| 210 | int Heading_X[9] = { 0, 0,+1, 0, 0, 0, 0, 0,-1 }; |
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| 211 | int Heading_Y[9] = { 0,-1, 0, 0,+1, 0, 0, 0, 0 }; |
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| 212 | int Mask[9] = { |
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| 213 | 0, |
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| 214 | eDirection_Down | eDirection_Down << 4, |
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| 215 | eDirection_Left | eDirection_Left << 4, |
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| 216 | 0, |
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| 217 | eDirection_Up | eDirection_Up << 4, |
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| 218 | 0, |
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| 219 | 0, |
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| 220 | 0, |
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| 221 | eDirection_Right | eDirection_Right << 4 |
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| 222 | }; |
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| 223 | |
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| 224 | |
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| 225 | /** |
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| 226 | @brief |
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| 227 | Checks if Direction is valid (for Maze-Generator) |
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| 228 | */ |
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| 229 | bool Hover::IsDirValid( eDirection Dir ) |
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| 230 | { |
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| 231 | int NewX = g_PtX + Heading_X[ Dir ]; |
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| 232 | int NewY = g_PtY + Heading_Y[ Dir ]; |
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| 233 | |
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| 234 | if ( !Dir || NewX < 0 || NewY < 0 || NewX >= NumCells || NewY >= NumCells ) return false; |
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| 235 | |
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| 236 | return !g_Maze[ NewX + NumCells * NewY ]; |
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| 237 | } |
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| 238 | |
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| 239 | /** |
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| 240 | @brief |
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| 241 | Generates new Direction (for Maze-Generator) |
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| 242 | */ |
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| 243 | eDirection Hover::GetDirection() |
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| 244 | { |
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| 245 | eDirection Dir = eDirection( 1 << RandomInt4() ); |
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| 246 | |
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| 247 | while ( true ) |
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| 248 | { |
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| 249 | for ( int x = 0; x < 4; x++ ) |
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| 250 | { |
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| 251 | if ( IsDirValid( Dir ) ) { return eDirection( Dir ); } |
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| 252 | |
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| 253 | Dir = eDirection( Dir << 1 ); |
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| 254 | |
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| 255 | if ( Dir > eDirection_Left ) { Dir = eDirection_Up; } |
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| 256 | } |
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| 257 | |
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| 258 | Dir = eDirection( ( g_Maze[ CellIdx() ] & 0xf0 ) >> 4 ); |
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| 259 | |
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| 260 | // nowhere to go |
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| 261 | if ( !Dir ) return eDirection_Invalid; |
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| 262 | |
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| 263 | g_PtX += Heading_X[ Dir ]; |
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| 264 | g_PtY += Heading_Y[ Dir ]; |
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| 265 | |
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| 266 | Dir = eDirection( 1 << RandomInt4() ); |
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| 267 | } |
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| 268 | } |
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| 269 | |
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| 270 | /** |
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| 271 | @brief |
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| 272 | Generates a Maze (for Maze-Generator) |
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| 273 | */ |
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| 274 | void Hover::GenerateMaze() |
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| 275 | { |
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| 276 | |
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| 277 | for ( eDirection Dir = GetDirection(); Dir != eDirection_Invalid; Dir = GetDirection() ) |
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| 278 | { |
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| 279 | g_Maze[ CellIdx() ] |= Dir; |
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| 280 | |
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| 281 | g_PtX += Heading_X[ Dir ]; |
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| 282 | g_PtY += Heading_Y[ Dir ]; |
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| 283 | |
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| 284 | g_Maze[ CellIdx() ] = Mask[ Dir ]; |
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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 | Print Maze (for Debugging only) |
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| 291 | */ |
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| 292 | void Hover::MazeOut(){ |
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| 293 | for ( int y = 0; y < NumCells; y++ ) |
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| 294 | { |
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| 295 | for ( int x = 0; x < NumCells; x++ ) |
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| 296 | { |
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| 297 | char v = g_Maze[ y * NumCells + x ]; |
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| 298 | orxout()<<"["; |
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| 299 | if ( ( v & eDirection_Up ) ) orxout()<<"U"; |
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| 300 | else orxout()<<" "; |
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| 301 | if ( ( v & eDirection_Right ) ) orxout()<<"R"; |
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| 302 | else orxout()<<" "; |
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| 303 | if ( ( v & eDirection_Down ) ) orxout()<<" "; |
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| 304 | else orxout()<<" "; |
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| 305 | if ( ( v & eDirection_Left ) ) orxout()<<" "; |
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| 306 | else orxout()<<" "; |
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| 307 | orxout()<<"]"; |
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| 308 | } |
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| 309 | orxout()<<endl; |
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| 310 | } |
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| 311 | |
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| 312 | } |
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| 313 | |
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| 314 | /** |
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| 315 | @brief |
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| 316 | Print Levelcode (for Debugging only) |
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| 317 | */ |
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| 318 | void Hover::LevelOut(){ |
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| 319 | for ( int y = 0; y < NumCells; y++ ) |
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| 320 | { |
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| 321 | for ( int x = 0; x < NumCells; x++ ) |
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| 322 | { |
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| 323 | orxout()<<"["; |
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| 324 | if ( levelcode[x][y] < 2) orxout()<<"U"; |
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| 325 | else orxout()<<" "; |
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| 326 | if ( levelcode[x][y] % 2 == 0) orxout()<<"R"; |
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| 327 | else orxout()<<" "; |
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| 328 | |
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| 329 | orxout()<<" "; |
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| 330 | orxout()<<" "; |
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| 331 | orxout()<<"]"; |
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| 332 | } |
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| 333 | orxout()<<endl; |
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| 334 | } |
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| 335 | } |
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| 336 | |
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| 337 | /** |
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| 338 | @brief |
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| 339 | Generate Levelcode from Maze |
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| 340 | */ |
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| 341 | void Hover::RenderMaze() |
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| 342 | { |
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| 343 | for ( int y = 0; y < NumCells; y++ ) |
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| 344 | { |
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| 345 | for ( int x = 0; x < NumCells; x++ ) |
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| 346 | { |
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| 347 | char v = g_Maze[ y * NumCells + x ]; |
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| 348 | |
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| 349 | if ( !( v & eDirection_Up ) && y >0) levelcode[y][x] |= 2; |
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| 350 | if ( !( v & eDirection_Right ) && x <9) levelcode[y][x] |= 1; |
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| 351 | } |
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| 352 | } |
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| 353 | for ( int y = 3; y < 7; y++ ) |
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| 354 | { |
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| 355 | for ( int x = 3; x < 7; x++ ) |
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| 356 | { |
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| 357 | |
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| 358 | if(y == 3 && x != 7) |
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| 359 | levelcode[y][x] &= 2; |
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| 360 | else if (x == 7 && y != 3) |
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| 361 | levelcode[y][x] &= 1; |
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| 362 | else if(x != 7) |
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| 363 | levelcode[y][x] = 0; |
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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 | |
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| 370 | |
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| 371 | } |
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