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source: code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefense.cc @ 10388

Last change on this file since 10388 was 10388, checked in by erbj, 9 years ago

adjusted the TowerDefenseSelecter, but there is still a problem with the include (context in the TowerDefense.cc file

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *  Author:
23 *
24 *   Co-authors:
25 *      ...
26 *
27 *NACHRICHT:
28 *
29 * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch
30 * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus
31 *
32 *Z.B:
33 * start() //wird aufgerufen, bevor das Spiel losgeht
34 * end() //wenn man diese Funktion aufruft wird
35 * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn )
36 * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben.
37 *
38 *
39 *
40 *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen:
41 * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter
42 * tippt, werden die Vorschläge entsprechend gefiltert.
43 *
44 *
45 *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt,
46 * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde)
47 * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller)
48 * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles,
49 * was in seiner Reichweite liegt.
50 *
51 *
52 *HUD:
53 * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat.
54 * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen.
55 * Fuer den ersten Schritt reicht reiner Text.
56 *
57 * a)
58 * PongScore.cc uebernehmen und eigene Klasse draus machen.
59 * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an
60 * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc
61 * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits.
62 *
63 * b)
64 * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD
65 * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText
66 * Objekte immer erst nach dem PongScore anlegen.
67 *
68 * c)  Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden.
69 *
70 * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module.
71 *
72 *
73 *
74 */
75#include "TowerDefense.h"
76#include "TowerDefenseTower.h"
77#include "TowerDefenseCenterpoint.h"
78//#include "TDCoordinate.h"
79#include "worldentities/SpawnPoint.h"
80#include "worldentities/pawns/Pawn.h"
81#include "worldentities/pawns/SpaceShip.h"
82#include "controllers/WaypointController.h"
83#include "graphics/Model.h"
84#include "infos/PlayerInfo.h"
85#include "chat/ChatManager.h"
86#include "core/CoreIncludes.h"
87/* Part of a temporary hack to allow the player to add towers */
88#include "core/command/ConsoleCommand.h"
89
90
91namespace orxonox
92{
93    static const std::string __CC_addTower_name  = "addTower";
94    static const std::string __CC_upgradeTower_name = "upgradeTower";
95
96    SetConsoleCommand("TowerDefense", __CC_addTower_name,  &TowerDefense::addTower ).addShortcut().defaultValues(1);
97    SetConsoleCommand("TowerDefense", __CC_upgradeTower_name, &TowerDefense::upgradeTower).addShortcut().defaultValues(0);
98
99    RegisterUnloadableClass(TowerDefense);
100
101    TowerDefense::TowerDefense(Context* context) : TeamDeathmatch(context)
102    {
103        RegisterObject(TowerDefense);
104/*
105        for (int i=0; i < 16 ; i++){
106            for (int j = 0; j< 16 ; j++){
107                towermatrix[i][j] = NULL;
108            }
109        }*/
110
111        this->Selecter = new TowerDefenseSelecter(context);
112
113
114        this->setHUDTemplate("TowerDefenseHUD");
115        this->nextwaveTimer_.setTimer(10, false, createExecutor(createFunctor(&TowerDefense::nextwave, this)));
116        this->nextwaveTimer_.stopTimer();
117        this->waves_ = 0;
118        this->time = 0;
119        this->credit_ = 0;
120        this->lifes_ = 0;
121
122        //this->stats_ = new TowerDefensePlayerStats();
123
124        ModifyConsoleCommand(__CC_addTower_name).setObject(this);
125        ModifyConsoleCommand(__CC_upgradeTower_name).setObject(this);
126    }
127
128    TowerDefense::~TowerDefense()
129    {
130        /* Part of a temporary hack to allow the player to add towers */
131        if (this->isInitialized())
132        {
133            ModifyConsoleCommand(__CC_addTower_name).setObject(NULL);
134            ModifyConsoleCommand(__CC_upgradeTower_name).setObject(NULL);
135        }
136    }
137
138    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
139    {
140        orxout() << "Centerpoint now setting..." << endl;
141        this->center_ = centerpoint;
142        orxout() << "Centerpoint now set..." << endl;
143    }
144
145    void TowerDefense::start()
146    {
147
148        TeamDeathmatch::start();
149
150// Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path
151        for (int i=0; i < 16 ; i++){
152            for (int j = 0; j< 16 ; j++){
153                towerModelMatrix[i][j] = NULL;
154                towerTurretMatrix[i][j] = NULL;
155            }
156        }
157
158        Model* dummyModel = new Model(this->center_->getContext());
159
160        //the path of the spacehips has to be blocked, so that no towers can be build there
161        for (int k=0; k<3; k++)
162            towerModelMatrix[1][k]=dummyModel;
163        for (int l=1; l<11; l++)
164                towerModelMatrix[l][3]=dummyModel;
165        for (int m=3; m<12; m++)
166                towerModelMatrix[10][m]=dummyModel;
167        for (int n=10; n<14; n++)
168                towerModelMatrix[n][11]=dummyModel;
169        for (int o=13; o<16; o++)
170                towerModelMatrix[13][o]=dummyModel;
171
172
173        //set initial credits, lifes and WaveNumber
174        this->setCredit(1000);
175        this->setLifes(100);
176        this->setWaveNumber(0);
177        time=0.0;
178
179        /*
180        //adds initial towers
181        for (int i=0; i <7; i++){
182            addTower(i+3,4);
183        }
184                */
185    }
186
187    // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path.
188    void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){
189
190
191        TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext());
192       
193        switch(templatenr)
194        {
195        case 1 :
196            en1->addTemplate("enemytowerdefense1");
197            en1->setScale(3);
198            en1->setHealth(en1->getHealth() + this->getWaveNumber()*4);
199            break;
200
201        case 2 :
202            en1->addTemplate("enemytowerdefense2");
203            en1->setScale(2);
204            en1->setHealth(en1->getHealth() + this->getWaveNumber()*4);
205            //  en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2))
206            break;
207
208        case 3 :
209            en1->addTemplate("enemytowerdefense3");
210            en1->setScale(1);
211            en1->setHealth(en1->getHealth() + this->getWaveNumber()*4);
212            break;
213        }
214
215        en1->setTeam(2);
216        en1->getController();
217        en1->setPosition(path.at(0)->get3dcoordinate());
218        TowerDefenseEnemyvector.push_back(en1);
219
220        for(unsigned int i = 0; i < path.size(); ++i)
221        {
222            en1->addWaypoint((path.at(i)));
223        }
224    }
225
226
227    void TowerDefense::end()
228    {
229
230        TeamDeathmatch::end();
231        ChatManager::message("Match is over! Gameover!");
232
233    }
234
235    //not working yet
236    void TowerDefense::upgradeTower(int x,int y)
237    {
238        const int upgradeCost = 20;
239
240        if (!this->hasEnoughCreditForTower(upgradeCost))
241        {
242            orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed.";
243            return;
244        }
245
246
247        Model* dummyModel2 = new Model(this->center_->getContext());
248
249        if (towerModelMatrix [x][y] == NULL || (towerModelMatrix [x][y])->getMeshSource() == dummyModel2->getMeshSource())
250        {
251            orxout() << "no tower on this position" << endl;
252            return;
253        }
254
255        else
256        {
257            (towerTurretMatrix [x][y])->upgradeTower();
258            this->buyTower(upgradeCost);
259        }
260    }
261
262    /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret")
263    so towers have ability if the turrets
264
265    */
266    void TowerDefense::addTower(int x, int y)
267    {
268        const int towerCost = 20;
269
270        if (!this->hasEnoughCreditForTower(towerCost))
271        {
272            orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed.";
273            return;
274        }
275
276        if (towerModelMatrix [x][y]!=NULL)
277        {
278            orxout() << "not possible to put tower here!!" << endl;
279            return;
280        }
281
282/*
283        unsigned int width = this->center_->getWidth();
284        unsigned int height = this->center_->getHeight();
285*/
286
287        int tileScale = (int) this->center_->getTileScale();
288
289        if (x > 15 || y > 15 || x < 0 || y < 0)
290        {
291            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
292            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
293            return;
294        }
295
296        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
297
298
299
300        //Create Model
301        Model* newtowermodel = new Model(this->center_->getContext());
302        newtowermodel->setMeshSource("Tower.mesh");
303        newtowermodel->setScale(45);
304        newtowermodel->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 50);
305
306
307
308        //Creates tower
309        TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext());
310        towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 275);
311        towernew->setGame(this);
312        towernew->setTeam(1);
313
314        //Reduce credit
315         this->buyTower(towerCost);
316         towerModelMatrix [x][y]= newtowermodel;
317         towerTurretMatrix [x][y]= towernew;
318    }
319
320    bool TowerDefense::hasEnoughCreditForTower(int towerCost)
321    {
322        return ((this->getCredit()) >= towerCost);
323    }
324
325
326    bool TowerDefense::hasEnoughCreditForUpgrade()
327    {
328        return true;
329    }
330
331 
332    void TowerDefense::tick(float dt)
333    {
334        SUPER(TowerDefense, tick, dt);
335        time +=dt;
336
337        TDCoordinate* coord1 = new TDCoordinate(1,1);
338        std::vector<TDCoordinate*> path;
339        path.push_back(coord1);
340        if(time>=TowerDefenseEnemyvector.size() && TowerDefenseEnemyvector.size() < 30)
341        {
342            //adds different types of enemys depending on the WaveNumber
343            addTowerDefenseEnemy(path, this->getWaveNumber() % 3 +1 );
344        }
345
346        Vector3* endpoint = new Vector3(500, 700, 150);
347        //if ships are at the end they get destroyed
348        for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i)
349        {
350            if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive())
351            {
352                //destroys enemys at the end of the path and reduces the life by 1. no credits gifted
353
354                Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition();
355                float distance = ship.distance(*endpoint);
356
357                if(distance <50){
358                    TowerDefenseEnemyvector.at(i)->destroy();
359                    this->reduceLifes(1);
360                    this->buyTower(1);
361                    if (this->getLifes()==0)
362                    {
363                        this->end();
364                    }
365                }
366            }
367        }
368
369        //goes thorugh vector to see if an enemy is still alive. if not next wave is launched
370        int count= 0;
371        for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i)
372        {
373            if(TowerDefenseEnemyvector.at(i)!= NULL)
374            {
375                ++count;
376            }
377        }
378
379        if (count == 0 && !this->nextwaveTimer_.isActive())
380            this->nextwaveTimer_.startTimer();
381
382/*            time2 +=dt;
383        if(count== 0)
384        {
385            if(time2 > 10)
386            {
387                TowerDefenseEnemyvector.clear();
388                this->nextwave();
389                time=0;
390                time2=0;
391            }
392        }
393*/
394
395    }
396
397    // Function to test if we can add waypoints using code only. Doesn't work yet
398
399    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
400    /*
401    void TowerDefense::addWaypointsAndFirstEnemy()
402    {
403        SpaceShip *newShip = new SpaceShip(this->center_);
404        newShip->addTemplate("spaceshipassff");
405
406        WaypointController *newController = new WaypointController(newShip);
407        newController->setAccuracy(3);
408
409        Model *wayPoint1 = new Model(newController);
410        wayPoint1->setMeshSource("crate.mesh");
411        wayPoint1->setPosition(7,-7,5);
412        wayPoint1->setScale(0.2);
413
414        Model *wayPoint2 = new Model(newController);
415        wayPoint2->setMeshSource("crate.mesh");
416        wayPoint2->setPosition(7,7,5);
417        wayPoint2->setScale(0.2);
418
419        newController->addWaypoint(wayPoint1);
420        newController->addWaypoint(wayPoint2);
421
422        // The following line causes the game to crash
423
424        newShip->setController(newController);
425//        newController -> getPlayer() -> startControl(newShip);
426        newShip->setPosition(-7,-7,5);
427        newShip->setScale(0.1);
428        //newShip->addSpeed(1);
429
430
431
432//      this->center_->attach(newShip);
433    }
434    */
435    /*
436    void TowerDefense::playerEntered(PlayerInfo* player)
437    {
438        TeamDeathmatch::playerEntered(player);
439
440        const std::string& message = player->getName() + " entered the game";
441        ChatManager::message(message);
442    }
443
444    bool TowerDefense::playerLeft(PlayerInfo* player)
445    {
446        bool valid_player = TeamDeathmatch::playerLeft(player);
447
448        if (valid_player)
449        {
450            const std::string& message = player->getName() + " left the game";
451            ChatManager::message(message);
452        }
453
454        return valid_player;
455    }
456
457
458    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
459    {
460        if (victim && victim->getPlayer())
461        {
462            std::string message;
463            if (killer)
464            {
465                if (killer->getPlayer())
466                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
467                else
468                    message = victim->getPlayer()->getName() + " was killed";
469            }
470            else
471                message = victim->getPlayer()->getName() + " died";
472
473            ChatManager::message(message);
474        }
475
476        TeamDeathmatch::pawnKilled(victim, killer);
477    }
478
479    void TowerDefense::playerScored(PlayerInfo* player, int score)
480    {
481        Gametype::playerScored(player, score);
482    }*/
483}
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