| 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 |  *      Leo Merholz | 
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| 24 |  *      Pascal Schärli | 
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| 25 |  *   Co-authors: | 
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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 | /** | 
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| 31 |     @file FlappyOrx.cc | 
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| 32 |     @brief Implementation of the FlappyOrx class. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #include "FlappyOrx.h" | 
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| 36 | #include "Highscore.h" | 
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| 37 | #include "core/CoreIncludes.h" | 
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| 38 |  | 
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| 39 |  | 
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| 40 | #include "core/EventIncludes.h" | 
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| 41 | #include "core/command/Executor.h" | 
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| 42 | #include "core/config/ConfigValueIncludes.h" | 
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| 43 | #include "core/XMLPort.h" | 
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| 44 | #include "gamestates/GSLevel.h" | 
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| 45 | #include "chat/ChatManager.h" | 
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| 46 |  | 
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| 47 | // ! HACK | 
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| 48 | #include "infos/PlayerInfo.h" | 
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| 49 |  | 
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| 50 | #include "FlappyOrxShip.h" | 
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| 51 |  | 
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| 52 | #include "core/command/ConsoleCommand.h" | 
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| 53 | #include "worldentities/ExplosionPart.h" | 
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| 54 | #include <vector> | 
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| 55 |  | 
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| 56 | namespace orxonox | 
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| 57 | { | 
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| 58 |     RegisterUnloadableClass(FlappyOrx); | 
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| 59 |  | 
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| 60 |     FlappyOrx::FlappyOrx(Context* context) : Deathmatch(context) | 
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| 61 |     { | 
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| 62 |         RegisterObject(FlappyOrx); | 
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| 63 |  | 
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| 64 |         point = 0;                          //number of cleared tubes | 
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| 65 |         bIsDead = true; | 
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| 66 |         firstGame = true;                   //needed for the HUD | 
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| 67 |  | 
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| 68 |         speedBase = 0; | 
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| 69 |         speedIncrease = 0; | 
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| 70 |         tubeDistanceBase = 0; | 
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| 71 |         tubeDistanceIncrease = 0; | 
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| 72 |         tubeDistance = 200.0f;                  //distance between tubes | 
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| 73 |         tubeOffsetX = 500.0f;                    //tube offset (so that we can't see them spawn) | 
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| 74 |  | 
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| 75 |         circlesUsed=0; | 
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| 76 |         setHUDTemplate("FlappyOrxHUD"); | 
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| 77 |         scoreboardTemplate_ = ""; | 
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| 78 |     } | 
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| 79 |      | 
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| 80 |     void FlappyOrx::updatePlayerPos(float x){ | 
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| 81 |  | 
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| 82 |         //Spawn a new Tube when the spawn distance is reached | 
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| 83 |         if(this->tubes.size()==0||x-tubes.back()+tubeOffsetX>tubeDistance){ | 
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| 84 |             spawnTube(); | 
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| 85 |             this->tubes.push(x+tubeOffsetX); | 
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| 86 |         } | 
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| 87 |         //Delete Tubes when we pass through them | 
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| 88 |         if(this->tubes.size()!=0&&x>this->tubes.front()){ | 
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| 89 |             this->tubes.pop(); | 
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| 90 |             levelUp(); | 
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| 91 |         } | 
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| 92 |         //Delete Asteroids which are not visible anymore | 
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| 93 |         while(this->asteroids.size()!=0&&(this->asteroids.front())->getPosition().x<x-tubeOffsetX){ | 
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| 94 |             MovableEntity* deleteMe = asteroids.front(); | 
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| 95 |             asteroids.pop(); | 
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| 96 |             deleteMe->destroy(); | 
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| 97 |         } | 
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| 98 |     } | 
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| 99 |  | 
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| 100 |     //Gets called when we pass through a Tube | 
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| 101 |     void FlappyOrx::levelUp(){ | 
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| 102 |         point++; | 
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| 103 |         tubeDistance = tubeDistanceBase-tubeDistanceIncrease*point;            //smaller spawn Distance | 
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| 104 |         getPlayer()->setSpeed(speedBase+speedIncrease*point);    //increase speed | 
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| 105 |     } | 
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| 106 |  | 
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| 107 |     //Returns our Ship | 
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| 108 |     FlappyOrxShip* FlappyOrx::getPlayer(){ | 
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| 109 |         if (player == nullptr){ | 
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| 110 |             for (FlappyOrxShip* ship : ObjectList<FlappyOrxShip>()) { | 
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| 111 |                 player = ship; | 
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| 112 |             } | 
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| 113 |         } | 
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| 114 |         return player; | 
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| 115 |     } | 
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| 116 |  | 
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| 117 |     //Spawn new Tube | 
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| 118 |     void FlappyOrx::spawnTube(){ | 
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| 119 |         if (getPlayer() == nullptr) | 
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| 120 |             return; | 
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| 121 |  | 
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| 122 |         float space = 130.0f;    //vertical space between top and bottom tube | 
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| 123 |         float height = (rnd()-0.5f)*(280.0f-space);  //Randomize height | 
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| 124 |             | 
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| 125 |         Vector3 pos = player->getPosition(); | 
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| 126 |  | 
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| 127 |         //create the two Asteroid fields (Tubes) | 
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| 128 |         asteroidField(pos.x+tubeOffsetX,height-space/2,0.8f);  //bottom | 
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| 129 |         asteroidField(pos.x+tubeOffsetX,height+space/2,-0.8f); //top | 
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| 130 |     } | 
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| 131 |  | 
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| 132 |     //Creates a new asteroid Field | 
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| 133 |     void FlappyOrx::asteroidField(float x, float y, float slope){ | 
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| 134 |         float r = 20.0f;     //Radius of added Asteroids | 
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| 135 |         int noadd = 0;  //how many times we failed to add a new asteroid | 
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| 136 |  | 
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| 137 |         clearCircles();   //Delete Circles (we use circles to make sure we don't spawn two asteroids on top of eachother) | 
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| 138 |         Circle newAsteroid = Circle(); | 
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| 139 |         newAsteroid.x=x; | 
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| 140 |         newAsteroid.y=y; | 
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| 141 |         newAsteroid.r=r; | 
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| 142 |         addIfPossible(newAsteroid); //Add Asteroid at peak | 
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| 143 |  | 
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| 144 |         //Fill up triangle with asteroids | 
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| 145 |         while(noadd<5&&circlesUsed<NUM_CIRCLES){ | 
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| 146 |             if(slope>0) | 
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| 147 |                 newAsteroid.y=rnd(150+y)-150;   //create asteroid on bottom | 
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| 148 |             else | 
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| 149 |                 newAsteroid.y=rnd(150-y)+y;     //create asteroid on top | 
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| 150 |              | 
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| 151 |             newAsteroid.x=x+(rnd()-0.5f)*(y-newAsteroid.y)/slope; | 
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| 152 |             newAsteroid.r=r; | 
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| 153 |             | 
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| 154 |             int i = addIfPossible(newAsteroid); //Add Asteroid if it doesn't collide | 
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| 155 |             if(i==0) | 
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| 156 |                 noadd++; | 
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| 157 |             else if(i==2) | 
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| 158 |                 noadd=5; | 
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| 159 |         } | 
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| 160 |     } | 
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| 161 |  | 
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| 162 |     //Create a new Asteroid | 
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| 163 |     void FlappyOrx::createAsteroid(Circle &c){ | 
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| 164 |         MovableEntity* newAsteroid = new MovableEntity(player->getContext()); | 
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| 165 |  | 
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| 166 |         //Add Model fitting the Size of the Asteroid | 
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| 167 |         if(c.r<=5) | 
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| 168 |             newAsteroid->addTemplate(Asteroid5[rand()%NUM_ASTEROIDS]); | 
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| 169 |         else if(c.r<=10) | 
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| 170 |             newAsteroid->addTemplate(Asteroid10[rand()%NUM_ASTEROIDS]); | 
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| 171 |         else if(c.r<=15) | 
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| 172 |             newAsteroid->addTemplate(Asteroid15[rand()%NUM_ASTEROIDS]); | 
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| 173 |         else | 
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| 174 |             newAsteroid->addTemplate(Asteroid20[rand()%NUM_ASTEROIDS]); | 
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| 175 |          | 
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| 176 |         //Set position | 
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| 177 |         newAsteroid->setPosition(Vector3(c.x, 0, c.y)); | 
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| 178 |  | 
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| 179 |         //Randomize orientation | 
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| 180 |         newAsteroid->setOrientation(Vector3::UNIT_Z, Degree(rnd(360))); | 
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| 181 |         newAsteroid->setOrientation(Vector3::UNIT_Y, Degree(rnd(360))); | 
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| 182 |  | 
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| 183 |         //add to Queue (so that we can delete it again) | 
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| 184 |         asteroids.push(newAsteroid); | 
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| 185 |     } | 
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| 186 |  | 
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| 187 |     //Deletes Asteroids array which stores all the circles used to make sure no asteroids collide when spawning | 
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| 188 |     void FlappyOrx::clearCircles(){ | 
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| 189 |         circlesUsed=0; | 
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| 190 |         for(int i = 0; i<NUM_CIRCLES; i++){ | 
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| 191 |             circles[i].r=0; | 
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| 192 |         } | 
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| 193 |     } | 
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| 194 |  | 
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| 195 |     //checks if two circles collide | 
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| 196 |     bool FlappyOrx::circleCollision(Circle &c1, Circle &c2){ | 
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| 197 |         if(c1.r<=0 || c2.r<=0) | 
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| 198 |             return false; | 
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| 199 |         float x = c1.x - c2.x; | 
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| 200 |         float y = c1.y - c2.y; | 
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| 201 |         float r = c1.r + c2.r; | 
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| 202 |  | 
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| 203 |         return x*x+y*y<r*r*1.5; | 
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| 204 |     } | 
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| 205 |  | 
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| 206 |     //Adds a circle if its not colliding | 
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| 207 |     int FlappyOrx::addIfPossible(Circle c){ | 
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| 208 |         int i; | 
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| 209 |         for(i=0; i<NUM_CIRCLES && this->circles[i].r!=0 && c.r>0;i++){ | 
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| 210 |             while(circleCollision(c,this->circles[i])){ | 
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| 211 |                 c.r-=5; //when it collides, try to make it smaller | 
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| 212 |             } | 
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| 213 |         } | 
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| 214 |         if(c.r<=0){ | 
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| 215 |             return 0; | 
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| 216 |         } | 
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| 217 |         circlesUsed++; | 
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| 218 |         this->circles[i].x=c.x; | 
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| 219 |         this->circles[i].y=c.y; | 
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| 220 |         this->circles[i].r=c.r; | 
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| 221 |         createAsteroid(c); | 
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| 222 |         return 1; | 
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| 223 |     } | 
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| 224 |  | 
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| 225 |     bool FlappyOrx::isDead(){ | 
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| 226 |         return bIsDead; | 
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| 227 |     } | 
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| 228 |  | 
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| 229 |     void FlappyOrx::setDead(bool value){ | 
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| 230 |         bIsDead = value; | 
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| 231 |         if(not value){ | 
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| 232 |             point = -1; | 
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| 233 |             levelUp(); | 
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| 234 |         } | 
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| 235 |     } | 
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| 236 |  | 
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| 237 |     void FlappyOrx::start() | 
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| 238 |     { | 
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| 239 |         // Set variable to temporarily force the player to spawn. | 
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| 240 |         this->bForceSpawn_ = true; | 
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| 241 |  | 
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| 242 |         // Call start for the parent class. | 
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| 243 |         Deathmatch::start(); | 
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| 244 |     } | 
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| 245 |  | 
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| 246 |     //RIP | 
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| 247 |     void FlappyOrx::death(){ | 
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| 248 |         bIsDead = true; | 
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| 249 |         firstGame = false; | 
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| 250 |          | 
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| 251 |         //Set randomized deathmessages | 
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| 252 |         if(point<7)         sDeathMessage = DeathMessage7[rand()%(DeathMessage7.size())]; | 
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| 253 |         else if(point<20)   sDeathMessage = DeathMessage20[rand()%(DeathMessage20.size())]; | 
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| 254 |         else if(point<30)   sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())]; | 
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| 255 |         else                sDeathMessage = DeathMessageover30[rand()%(DeathMessageover30.size())]; | 
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| 256 |          | 
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| 257 |         //Update Highscore | 
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| 258 |         if (Highscore::exists()) | 
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| 259 |         { | 
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| 260 |             int score = this->getPoints(); | 
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| 261 |             Highscore::getInstance().storeScore("Flappy Orx", score, this->getPlayer()->getPlayer()); | 
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| 262 |         } | 
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| 263 |  | 
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| 264 |         //Delete all Tubes and asteroids | 
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| 265 |         while (!tubes.empty()){ | 
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| 266 |             tubes.pop(); | 
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| 267 |         } | 
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| 268 |         while (!asteroids.empty()){ | 
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| 269 |             MovableEntity* deleteMe = asteroids.front(); | 
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| 270 |             asteroids.pop(); | 
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| 271 |             deleteMe->destroy(); | 
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| 272 |         } | 
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| 273 |     } | 
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| 274 |  | 
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| 275 |     void FlappyOrx::end() | 
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| 276 |     { | 
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| 277 |         GSLevel::startMainMenu(); | 
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| 278 |     } | 
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| 279 | } | 
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