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 | * Julien Kindle |
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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 SOB.cc |
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31 | @brief Implementation of the SOB class. |
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32 | */ |
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33 | |
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34 | #include "SOB.h" |
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35 | #include "core/CoreIncludes.h" |
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36 | #include "core/EventIncludes.h" |
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37 | #include "core/command/Executor.h" |
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38 | #include "core/config/ConfigValueIncludes.h" |
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39 | #include "core/Game.h" |
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40 | #include "gamestates/GSLevel.h" |
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41 | #include "chat/ChatManager.h" |
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42 | #include "infos/PlayerInfo.h" |
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43 | #include "SOBCenterpoint.h" |
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44 | #include "SOBFigure.h" |
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45 | #include "graphics/Camera.h" |
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46 | #include "Highscore.h" |
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47 | |
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48 | |
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49 | |
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50 | namespace orxonox |
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51 | { |
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52 | bool newHighscore=0; |
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53 | RegisterUnloadableClass(SOB); |
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54 | |
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55 | /** |
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56 | @brief |
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57 | Constructor. Registers and initializes the object. |
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58 | */ |
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59 | SOB::SOB(Context* context) : Deathmatch(context) |
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60 | { |
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61 | RegisterObject(SOB); |
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62 | |
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63 | this->center_ = nullptr; |
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64 | figure_ = nullptr; |
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65 | setHUDTemplate("SOBHUD"); |
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66 | coins_=0; |
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67 | points_=0; |
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68 | timeLeft_=400.0; |
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69 | done_ = true; |
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70 | newHighscore = false; |
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71 | lvl_ = 1; |
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72 | |
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73 | } |
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74 | |
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75 | /** |
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76 | @brief |
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77 | Destructor. Cleans up, if initialized. |
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78 | */ |
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79 | SOB::~SOB() |
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80 | { |
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81 | } |
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82 | |
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83 | void SOB::start() |
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84 | { |
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85 | if (center_ != nullptr) // There needs to be a SOBCenterpoint, i.e. the area the game takes place. |
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86 | { |
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87 | if (figure_ == nullptr) |
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88 | { |
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89 | figure_ = new SOBFigure(center_->getContext()); //add a new instance of a player to the game |
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90 | figure_->addTemplate(center_->getFigureTemplate()); |
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91 | } |
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92 | |
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93 | figure_->setPosition(0, 0, 0); |
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94 | } |
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95 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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96 | { |
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97 | orxout(internal_error) << "SOB: No Centerpoint specified." << endl; |
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98 | GSLevel::startMainMenu(); |
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99 | return; |
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100 | } |
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101 | |
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102 | // Call start for the parent class. |
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103 | Gametype::start(); |
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104 | |
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105 | } |
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106 | |
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107 | void SOB::end() |
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108 | { |
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109 | GSLevel::startMainMenu(); |
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110 | Deathmatch::end(); |
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111 | } |
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112 | |
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113 | void SOB::restart() { |
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114 | // HACK - only method I found to simply reload the level |
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115 | Game::getInstance().popState(); |
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116 | Game::getInstance().popState(); |
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117 | Game::getInstance().requestStates("standalone, level"); |
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118 | |
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119 | |
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120 | } |
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121 | void SOB::spawnPlayer(PlayerInfo* player) |
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122 | { |
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123 | assert(player); |
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124 | |
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125 | if (figure_->getPlayer() == nullptr) |
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126 | { |
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127 | player->startControl(figure_); //Give the control of the instance player to the real person |
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128 | players_[player].state_ = PlayerState::Alive; |
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129 | done_ = false; |
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130 | } |
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131 | } |
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132 | |
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133 | PlayerInfo* SOB::getPlayer() const |
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134 | { |
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135 | if (this->figure_ != nullptr) |
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136 | { |
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137 | return this->figure_->getPlayer(); |
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138 | } |
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139 | else |
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140 | { |
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141 | return nullptr; |
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142 | } |
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143 | } |
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144 | |
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145 | void SOB::tick(float dt) |
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146 | { |
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147 | SUPER(SOB, tick, dt); |
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148 | |
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149 | //If player has reached end of level |
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150 | if (this->figure_ != nullptr && figure_->lvlEnded_) { |
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151 | std::stringstream a;setLvl(2); |
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152 | if(!newHighscore){ |
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153 | a << "Nice! " << getPoints() << " Points in " << (400-getTimeLeft())/2 <<"s.\n\nPress <Space> to restart"; |
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154 | } |
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155 | else{ |
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156 | a << "Congrats, new Highscore! " << getPoints() << " Points in " << (400-getTimeLeft())/2 <<"s.\n\nPress <Space> to restart"; |
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157 | } |
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158 | info_ =a.str(); |
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159 | |
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160 | //If player has died |
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161 | } else if (this->figure_ != nullptr && figure_->dead_) { |
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162 | info_ = "Game over. Press <Space> to restart"; |
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163 | } |
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164 | |
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165 | |
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166 | //Kill the player if time is up |
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167 | if (this->figure_ != nullptr && timeLeft_ <= 0) |
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168 | this->figure_->dead_ = true; |
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169 | //The time on the HUD |
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170 | if (!done_) |
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171 | timeLeft_-=dt*2.5f; |
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172 | } |
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173 | |
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174 | |
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175 | } |
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