| 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 |  *      Florian Zinggeler | 
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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 Invader.cc | 
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| 31 |     @brief Implementation of the Invader class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "Invader.h" | 
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| 35 | #include "Highscore.h" | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/EventIncludes.h" | 
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| 38 | #include "core/command/Executor.h" | 
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| 39 | #include "core/config/ConfigValueIncludes.h" | 
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| 40 |  | 
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| 41 | #include "gamestates/GSLevel.h" | 
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| 42 | #include "chat/ChatManager.h" | 
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| 43 |  | 
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| 44 | // ! HACK | 
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| 45 | #include "infos/PlayerInfo.h" | 
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| 46 |  | 
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| 47 | #include "InvaderCenterPoint.h" | 
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| 48 | #include "InvaderShip.h" | 
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| 49 | #include "InvaderEnemy.h" | 
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| 50 | #include "InvaderEnemyShooter.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 |  | 
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| 55 | namespace orxonox | 
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| 56 | { | 
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| 57 |     RegisterUnloadableClass(Invader); | 
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| 58 |  | 
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| 59 |     Invader::Invader(Context* context) : Deathmatch(context) | 
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| 60 |     { | 
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| 61 |         RegisterObject(Invader); | 
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| 62 |         this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 | 
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| 63 |         this->center_ = nullptr; | 
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| 64 |         bEndGame = false; | 
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| 65 |         lives = 3; | 
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| 66 |         level = 1; | 
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| 67 |         point = 0; | 
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| 68 |         bShowLevel = false; | 
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| 69 |         multiplier = 1; | 
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| 70 |         b_combo = false; | 
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| 71 |         // spawn enemy every 3.5 seconds | 
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| 72 |         enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this))); | 
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| 73 |         comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this))); | 
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| 74 |         this->setHUDTemplate("InvaderHUD"); | 
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| 75 |     } | 
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| 76 |  | 
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| 77 |     void Invader::levelUp() | 
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| 78 |     { | 
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| 79 |         level++; | 
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| 80 |         if (getPlayer() != nullptr) | 
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| 81 |         { | 
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| 82 |             for (int i = 0; i < 7; i++) | 
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| 83 |             { | 
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| 84 |  | 
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| 85 |                 WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext()); | 
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| 86 |                 chunk5->setPosition(this->center_->getPosition()); | 
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| 87 |                 chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity() | 
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| 88 |                 chunk5->setScale(10); | 
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| 89 |                 chunk5->setEffect1("Orxonox/explosion2b"); | 
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| 90 |                 chunk5->setEffect2("Orxonox/smoke6"); | 
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| 91 |                 chunk5->setMinSpeed(0); | 
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| 92 |                 chunk5->setMaxSpeed(0); | 
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| 93 |                 chunk5->Explode(); | 
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| 94 |  | 
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| 95 |             } | 
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| 96 |         } | 
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| 97 |         addPoints(multiplier * 42); | 
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| 98 |         multiplier *= 2; | 
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| 99 |         toggleShowLevel(); | 
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| 100 |         showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this))); | 
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| 101 |     } | 
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| 102 |  | 
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| 103 |     InvaderShip* Invader::getPlayer() | 
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| 104 |     { | 
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| 105 |         if (player == nullptr) | 
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| 106 |         { | 
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| 107 |             for (InvaderShip* ship : ObjectList<InvaderShip>()) | 
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| 108 |                 player = ship; | 
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| 109 |         } | 
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| 110 |         return player; | 
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| 111 |     } | 
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| 112 |  | 
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| 113 |     void Invader::spawnEnemy() | 
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| 114 |     { | 
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| 115 |         if (getPlayer() == nullptr) | 
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| 116 |             return; | 
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| 117 |  | 
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| 118 |         for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) | 
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| 119 |         { | 
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| 120 |             InvaderEnemy* newPawn; | 
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| 121 |             if (rand() % 42/(1 + level*level) == 0) | 
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| 122 |             { | 
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| 123 |                 newPawn = new InvaderEnemyShooter(this->center_->getContext()); | 
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| 124 |                 newPawn->addTemplate("enemyinvadershooter"); | 
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| 125 |             } | 
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| 126 |             else | 
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| 127 |             { | 
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| 128 |                 newPawn = new InvaderEnemy(this->center_->getContext()); | 
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| 129 |                 newPawn->addTemplate("enemyinvader"); | 
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| 130 |             } | 
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| 131 |             newPawn->setInvaderPlayer(player); | 
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| 132 |             newPawn->level = level; | 
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| 133 |             // spawn enemy at random points in front of player. | 
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| 134 |             newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); | 
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| 135 |         } | 
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| 136 |     } | 
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| 137 |  | 
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| 138 |     void Invader::setCenterpoint(InvaderCenterPoint* center) | 
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| 139 |     { | 
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| 140 |         this->center_ = center; | 
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| 141 |     } | 
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| 142 |  | 
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| 143 |     void Invader::costLife() | 
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| 144 |     { | 
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| 145 |         lives--; | 
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| 146 |         multiplier = 1; | 
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| 147 |         // end the game in 30 seconds. | 
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| 148 |         if (lives <= 0) | 
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| 149 |             enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this))); | 
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| 150 |     }; | 
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| 151 |  | 
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| 152 |     void Invader::comboControll() | 
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| 153 |     { | 
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| 154 |         if (b_combo) | 
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| 155 |             multiplier++; | 
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| 156 |         // if no combo was performed before, reset multiplier | 
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| 157 |         else | 
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| 158 |             multiplier = 1; | 
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| 159 |         b_combo = false; | 
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| 160 |     } | 
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| 161 |  | 
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| 162 |     void Invader::start() | 
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| 163 |     { | 
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| 164 |         // Set variable to temporarily force the player to spawn. | 
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| 165 |         this->bForceSpawn_ = true; | 
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| 166 |  | 
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| 167 |         if (this->center_ == nullptr)  // abandon mission! | 
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| 168 |         { | 
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| 169 |             orxout(internal_error) << "Invader: No Centerpoint specified." << endl; | 
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| 170 |             GSLevel::startMainMenu(); | 
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| 171 |             return; | 
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| 172 |         } | 
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| 173 |         // Call start for the parent class. | 
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| 174 |         Deathmatch::start(); | 
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| 175 |     } | 
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| 176 |     void Invader::addPoints(int numPoints) | 
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| 177 |     { | 
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| 178 |         if (!bEndGame) | 
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| 179 |         { | 
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| 180 |             point += numPoints * multiplier; | 
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| 181 |             b_combo = true; | 
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| 182 |         } | 
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| 183 |     } | 
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| 184 |  | 
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| 185 |     void Invader::end() | 
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| 186 |     { | 
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| 187 |         // DON'T CALL THIS! | 
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| 188 |         //      Deathmatch::end(); | 
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| 189 |         // It will misteriously crash the game! | 
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| 190 |         // Instead startMainMenu, this won't crash. | 
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| 191 |         if (Highscore::exists()) | 
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| 192 |         { | 
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| 193 |             int score = this->getPoints(); | 
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| 194 |             Highscore::getInstance().storeScore("Orxonox Arcade", score, this->getPlayer()->getPlayer()); | 
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| 195 |         } | 
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| 196 |         GSLevel::startMainMenu(); | 
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| 197 |     } | 
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| 198 | } | 
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