/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ /** @file Pong.cc @brief Implementation of the Pong class. */ #include "Pong.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/command/Executor.h" #include "gamestates/GSLevel.h" #include "PongCenterpoint.h" #include "PongBall.h" #include "PongBat.h" #include "PongBot.h" #include "PongAI.h" namespace orxonox { // Events to allow to react to scoring of a player, in the level-file. CreateEventName(PongCenterpoint, right); CreateEventName(PongCenterpoint, left); CreateUnloadableFactory(Pong); /** @brief Constructor. Registers and initializes the object. */ Pong::Pong(BaseObject* creator) : Deathmatch(creator) { RegisterObject(Pong); this->center_ = 0; this->ball_ = 0; this->bat_[0] = 0; this->bat_[1] = 0; this->setHUDTemplate("PongHUD"); // Pre-set the timer, but don't start it yet. this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this))); this->starttimer_.stopTimer(); // Set the type of Bots for this particular Gametype. this->botclass_ = Class(PongBot); } /** @brief Destructor. Cleans up, if initialized. */ Pong::~Pong() { if (this->isInitialized()) this->cleanup(); } /** @brief Cleans up the Gametype by destroying the ball and the bats. */ void Pong::cleanup() { if (this->ball_ != NULL) // Destroy the ball, if present. { this->ball_->destroy(); this->ball_ = 0; } // Destroy both bats, if present. for (size_t i = 0; i < 2; ++i) { if (this->bat_[0] != NULL) { this->bat_[0]->destroy(); this->bat_[0] = 0; } } } /** @brief Starts the Pong minigame. */ void Pong::start() { if (this->center_ != NULL) // There needs to be a PongCenterpoint, i.e. the area the game takes place. { if (this->ball_ == NULL) // If there is no ball, create a new ball. { this->ball_ = new PongBall(this->center_); // Apply the template for the ball specified by the centerpoint. this->ball_->addTemplate(this->center_->getBalltemplate()); } // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. this->center_->attach(this->ball_); this->ball_->setPosition(0, 0, 0); this->ball_->setFieldDimension(this->center_->getFieldDimension()); this->ball_->setSpeed(0); this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor()); this->ball_->setBatLength(this->center_->getBatLength()); // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint. for (size_t i = 0; i < 2; ++i) { if (this->bat_[i] == NULL) { this->bat_[i] = new PongBat(this->center_); this->bat_[i]->addTemplate(this->center_->getBattemplate()); } } // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to. this->center_->attach(this->bat_[0]); this->center_->attach(this->bat_[1]); this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0); this->bat_[0]->yaw(Degree(-90)); this->bat_[1]->yaw(Degree(90)); this->bat_[0]->setSpeed(this->center_->getBatSpeed()); this->bat_[1]->setSpeed(this->center_->getBatSpeed()); this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y); this->bat_[1]->setFieldHeight(this->center_->getFieldDimension().y); this->bat_[0]->setLength(this->center_->getBatLength()); this->bat_[1]->setLength(this->center_->getBatLength()); // Set the bats for the ball. this->ball_->setBats(this->bat_); } else // If no centerpoint was specified, an error is thrown and the level is exited. { orxout(internal_error) << "Pong: No Centerpoint specified." << endl; GSLevel::startMainMenu(); return; } // Start the timer. After it has expired the ball is started. this->starttimer_.startTimer(); // Set variable to temporarily force the player to spawn. bool temp = this->bForceSpawn_; this->bForceSpawn_ = true; // Call start for the parent class. Deathmatch::start(); // Reset the variable. this->bForceSpawn_ = temp; } /** @brief Ends the Pong minigame. */ void Pong::end() { this->cleanup(); // Call end for the parent class. Deathmatch::end(); } /** @brief Spawns players, and fills the rest up with bots. */ void Pong::spawnPlayersIfRequested() { // first spawn human players to assign always the left bat to the player in singleplayer for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) this->spawnPlayer(it->first); // now spawn bots for (std::map::iterator it = this->players_.begin(); it != this->players_.end(); ++it) if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) this->spawnPlayer(it->first); } /** @brief Spawns the input player. @param player The player to be spawned. */ void Pong::spawnPlayer(PlayerInfo* player) { assert(player); // If the first (left) bat has no player. if (this->bat_[0]->getPlayer() == NULL) { player->startControl(this->bat_[0]); this->players_[player].state_ = PlayerState::Alive; } // If the second (right) bat has no player. else if (this->bat_[1]->getPlayer() == NULL) { player->startControl(this->bat_[1]); this->players_[player].state_ = PlayerState::Alive; } // If both bats are taken. else return; // If the player is an AI, it receives a pointer to the ball. if (player->getController() != NULL && player->getController()->isA(Class(PongAI))) { PongAI* ai = orxonox_cast(player->getController()); ai->setPongBall(this->ball_); } } /** @brief Is called when the player scored. */ void Pong::playerScored(PlayerInfo* player) { Deathmatch::playerScored(player); if (this->center_ != NULL) // If there is a centerpoint. { // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks. if (player == this->getRightPlayer()) this->center_->fireEvent(FireEventName(PongCenterpoint, right)); else if (player == this->getLeftPlayer()) this->center_->fireEvent(FireEventName(PongCenterpoint, left)); // Also announce, that the player has scored. if (player != NULL) this->gtinfo_->sendAnnounceMessage(player->getName() + " scored"); } // If there is a ball present, reset its position, velocity and acceleration. if (this->ball_ != NULL) { this->ball_->setPosition(Vector3::ZERO); this->ball_->setVelocity(Vector3::ZERO); this->ball_->setAcceleration(Vector3::ZERO); this->ball_->setSpeed(0); } // If there are bats reset them to the middle position. if (this->bat_[0] != NULL && this->bat_[1] != NULL) { this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0); } // Restart the timer to start the ball. this->starttimer_.startTimer(); } /** @brief Starts the ball with some default speed. */ void Pong::startBall() { if (this->ball_ != NULL && this->center_ != NULL) this->ball_->setSpeed(this->center_->getBallSpeed()); } /** @brief Get the left player. @return Returns a pointer to the player playing on the left. If there is no left player, NULL is returned. */ PlayerInfo* Pong::getLeftPlayer() const { if (this->bat_ != NULL && this->bat_[0] != NULL) return this->bat_[0]->getPlayer(); else return 0; } /** @brief Get the right player. @return Returns a pointer to the player playing on the right. If there is no right player, NULL is returned. */ PlayerInfo* Pong::getRightPlayer() const { if (this->bat_ != NULL && this->bat_[1] != NULL) return this->bat_[1]->getPlayer(); else return 0; } }