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 "Hover.h" |
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35 | |
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36 | #include "HoverWall.h" |
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37 | #include "HoverFlag.h" |
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38 | #include "MazeGenerator.h" |
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39 | #include "core/CoreIncludes.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | RegisterUnloadableClass(Hover); |
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44 | |
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45 | Hover::Hover(Context* context) : Gametype(context) |
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46 | { |
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47 | |
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48 | RegisterObject(Hover); |
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49 | |
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50 | this->origin_ = NULL; |
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51 | this->flags_ = 1; |
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52 | this->firstTick_ = true; |
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53 | |
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54 | this->setHUDTemplate("HoverHUD"); |
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55 | } |
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56 | |
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57 | void Hover::tick(float dt) |
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58 | { |
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59 | SUPER(Hover, tick, dt); |
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60 | |
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61 | if(this->firstTick_) |
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62 | { |
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63 | this->firstTick_ = false; |
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64 | |
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65 | MazeGenerator generator; |
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66 | generator.generateMaze(); |
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67 | generator.renderMaze(); |
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68 | |
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69 | const int NUM_CELLS = generator.getNumCells(); |
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70 | int* levelcode = generator.getLevelcode(); |
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71 | |
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72 | //Outer Walls |
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73 | for(int i = 0; i<NUM_CELLS; i++){ |
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74 | new HoverWall(origin_->getContext(), 0, i+1, 1); |
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75 | new HoverWall(origin_->getContext(), NUM_CELLS, i+1, 1); |
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76 | new HoverWall(origin_->getContext(), i+1, 0, 2); |
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77 | new HoverWall(origin_->getContext(), i+1, NUM_CELLS, 2); |
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78 | } |
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79 | |
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80 | //Generate inner Walls according to levelcode |
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81 | for(int y=0; y<NUM_CELLS; y++){ |
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82 | for(int x=0; x<NUM_CELLS; x++){ |
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83 | switch(levelcode[ y * NUM_CELLS + x ]){ |
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84 | case 1: new HoverWall(origin_->getContext(), x+1, NUM_CELLS-y, 1); |
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85 | break; |
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86 | case 3: new HoverWall(origin_->getContext(), x+1, NUM_CELLS-y, 1); |
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87 | case 2: new HoverWall(origin_->getContext(), x+1, NUM_CELLS-y, 0); |
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88 | default: break; |
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89 | } |
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90 | } |
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91 | } |
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92 | |
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93 | //Generate 5 flags randomly |
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94 | for ( int i = 0; i < 5; i++ ) |
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95 | flagVector_.push_back(new HoverFlag(origin_->getContext(), rand()%NUM_CELLS, rand()%NUM_CELLS)); |
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96 | |
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97 | flags_ = flagVector_.size(); |
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98 | |
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99 | }//firsttick end |
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100 | |
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101 | // Check if ship collided with one of the flags |
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102 | for ( unsigned int i = 0; i < flagVector_.size(); i++ ){ |
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103 | if(flagVector_[i]->getCollided()){ |
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104 | flagVector_[i]->destroyLater(); |
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105 | flagVector_.erase (flagVector_.begin()+i); |
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106 | } |
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107 | } |
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108 | flags_ = flagVector_.size(); |
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109 | } |
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110 | |
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111 | int Hover::getFlags() |
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112 | { |
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113 | // Call start for the parent class. |
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114 | return flags_; |
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115 | } |
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116 | |
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117 | void Hover::start() |
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118 | { |
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119 | // Call start for the parent class. |
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120 | Gametype::start(); |
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121 | } |
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122 | |
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123 | void Hover::end() |
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124 | { |
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125 | // DON'T CALL THIS! |
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126 | // Deathmatch::end(); |
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127 | // It will misteriously crash the game! |
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128 | // Instead startMainMenu, this won't crash. |
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129 | GSLevel::startMainMenu(); |
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130 | } |
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131 | } |
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