/* * 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: * * Co-authors: * ... * *NACHRICHT: * * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus * *Z.B: * start() //wird aufgerufen, bevor das Spiel losgeht * end() //wenn man diese Funktion aufruft wird * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn ) * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben. * * *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen: * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter * tippt, werden die Vorschläge entsprechend gefiltert. * * *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt, * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde) * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller) * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles, * was in seiner Reichweite liegt. * * *HUD: * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat. * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen. * Fuer den ersten Schritt reicht reiner Text. * * a) * PongScore.cc uebernehmen und eigene Klasse draus machen. * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits. * * b) * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText * Objekte immer erst nach dem PongScore anlegen. * * c) Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden. * * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module. * * * */ #include "TowerDefense.h" #include "TowerDefenseTower.h" #include "TowerDefenseCenterpoint.h" //#include "TDCoordinate.h" #include "worldentities/SpawnPoint.h" #include "worldentities/pawns/Pawn.h" #include "worldentities/pawns/SpaceShip.h" #include "controllers/WaypointController.h" #include "graphics/Model.h" #include "infos/PlayerInfo.h" #include "chat/ChatManager.h" #include "core/CoreIncludes.h" /* Part of a temporary hack to allow the player to add towers */ #include "core/command/ConsoleCommandIncludes.h" #include namespace orxonox { static const std::string __CC_addTower_name = "addTower"; static const std::string __CC_upgradeTower_name = "upgradeTower"; static const int upgradeCost = 20; static const int towerCost = 20; unsigned int maxspaceships = 30; int maxspaceshipsstandard = 30; SetConsoleCommand("TowerDefense", __CC_addTower_name, &TowerDefense::addTower ).addShortcut().defaultValues(1); SetConsoleCommand("TowerDefense", __CC_upgradeTower_name, &TowerDefense::upgradeTower).addShortcut().defaultValues(0); RegisterUnloadableClass(TowerDefense); TowerDefense::TowerDefense(Context* context) : TeamDeathmatch(context) { RegisterObject(TowerDefense); /* for (int i=0; i < 16 ; i++){ for (int j = 0; j< 16 ; j++){ towermatrix[i][j] = NULL; } }*/ //Timer for the waves (10 seconds between the waves) selecter = NULL; this->player_ = NULL; this->setHUDTemplate("TowerDefenseHUD"); this->nextwaveTimer_.setTimer(10, false, createExecutor(createFunctor(&TowerDefense::nextwave, this))); this->nextwaveTimer_.stopTimer(); this->waves_ = 0; this->time = 0; this->credit_ = 0; this->lifes_ = 0; this->timeSetTower_ = 0; spaceships =15; eggs=3; ufos=7; randomships=5; ModifyConsoleCommand(__CC_addTower_name).setObject(this); ModifyConsoleCommand(__CC_upgradeTower_name).setObject(this); } TowerDefense::~TowerDefense() { /* Part of a temporary hack to allow the player to add towers */ if (this->isInitialized()) { ModifyConsoleCommand(__CC_addTower_name).setObject(NULL); ModifyConsoleCommand(__CC_upgradeTower_name).setObject(NULL); } } void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) { orxout() << "Centerpoint now setting..." << endl; this->center_ = centerpoint; orxout() << "Centerpoint now set..." << endl; } void TowerDefense::start() { if (center_ != NULL) // There needs to be a TowerDefenseCenterpoint, i.e. the area the game takes place. { if (selecter == NULL) { selecter = new TowerDefenseSelecter(this->center_->getContext()); } selecter->addTemplate(center_->getSelecterTemplate()); center_->attach(selecter); } else // If no centerpoint was specified, an error is thrown and the level is exited. { orxout(internal_error) << "Jump: No Centerpoint specified." << endl; return; } TeamDeathmatch::start(); // Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path for (int i=0; i < 16 ; i++) { for (int j = 0; j< 16 ; j++) { towerModelMatrix[i][j] = NULL; towerTurretMatrix[i][j] = NULL; } } if (player_ != NULL) { //this->player_->startControl(selecter); } else { orxout() << "player=NULL" << endl; } Model* dummyModel = new Model(this->center_->getContext()); //the path of the spacehips has to be blocked, so that no towers can be build there for (int k=0; k<3; k++) towerModelMatrix[1][k]=dummyModel; for (int l=1; l<11; l++) towerModelMatrix[l][3]=dummyModel; for (int m=3; m<12; m++) towerModelMatrix[10][m]=dummyModel; for (int n=10; n<14; n++) towerModelMatrix[n][11]=dummyModel; for (int o=13; o<16; o++) towerModelMatrix[13][o]=dummyModel; //set initial credits, lifes and WaveNumber this->setCredit(100); this->setLifes(100); this->setWaveNumber(0); time=0.0; /* //adds initial towers for (int i=0; i <7; i++){ addTower(i+3,4); } */ } // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. void TowerDefense::addTowerDefenseEnemy(std::vector path, int templatenr){ TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); switch(templatenr) { case 1 : en1->addTemplate("enemytowerdefense1"); en1->setScale(3); en1->lookAt(Vector3(0,0,100000)); en1->setHealth(en1->getHealth() +50 + this->getWaveNumber()*4); break; case 2 : en1->addTemplate("enemytowerdefense2"); en1->setScale(2); en1->lookAt(Vector3(0,0,100000)); en1->roll(Degree(120)); en1->setHealth(en1->getHealth() -30 + this->getWaveNumber()*4); // en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2)) break; case 3 : en1->addTemplate("enemytowerdefense3"); en1->setScale(1); en1->lookAt(Vector3(0,0,100000)); en1->roll(Degree(120)); en1->setHealth(en1->getHealth() -10 + this->getWaveNumber()*4); break; } en1->setTeam(2); en1->getController(); en1->setPosition(path.at(0)->get3dcoordinate()); TowerDefenseEnemyvector.push_back(en1); for(unsigned int i = 0; i < path.size(); ++i) { en1->addWaypoint((path.at(i))); } } void TowerDefense::end() { TeamDeathmatch::end(); ChatManager::message("Match is over! Gameover!"); } void TowerDefense::spawnPlayer(PlayerInfo* player) { assert(player); this->player_ = player; if (selecter->getPlayer() == NULL) { this->player_ = player; player->startControl(selecter); players_[player].state_ = PlayerState::Alive; } } /** @brief Get the player. @return Returns a pointer to the player. If there is no player, NULL is returned. */ PlayerInfo* TowerDefense::getPlayer(void) const { return this->player_; } //not working yet void TowerDefense::upgradeTower(int x,int y) { TDCoordinate* coord = new TDCoordinate(x,y); x = coord->GetX(); y = coord->GetY(); if (!this->hasEnoughCreditForTower(upgradeCost)) { orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed."; return; } Model* dummyModel2 = new Model(this->center_->getContext()); if (towerModelMatrix [x][y] == NULL || (towerModelMatrix [x][y])->getMeshSource() == dummyModel2->getMeshSource()) { orxout() << "no tower on this position" << endl; return; } else { (towerTurretMatrix [x][y])->upgradeTower(); switch(towerTurretMatrix[x][y]->upgrade) { case 1 : towerModelMatrix[x][y]->setMeshSource("TD_T2.mesh"); break; case 2 : towerModelMatrix[x][y]->setMeshSource("TD_T3.mesh"); break; case 3 : towerModelMatrix[x][y]->setMeshSource("TD_T4.mesh"); break; case 4 : towerModelMatrix[x][y]->setMeshSource("TD_T5.mesh"); break; } this->buyTower(upgradeCost); } } /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") so towers have ability if the turrets */ void TowerDefense::addTower(int x, int y) { TDCoordinate* coord = new TDCoordinate(x,y); x = coord->GetX(); y = coord->GetY(); if (!this->hasEnoughCreditForTower(towerCost)) { orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed."; return; } if (towerModelMatrix [x][y]!=NULL) { orxout() << "not possible to put tower here!!" << endl; return; } /* unsigned int width = this->center_->getWidth(); unsigned int height = this->center_->getHeight(); */ int tileScale = (int) this->center_->getTileScale(); /*if (x > 15 || y > 15 || x < 0 || y < 0) { //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; return; }*/ //orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; orxout() << "Will add tower at (" << x << "," << y << ")" << endl; //Create Model Model* newTowerModel = new Model(this->center_->getContext()); newTowerModel->setMeshSource("TD_T1.mesh"); newTowerModel->setScale(30); newTowerModel->pitch(Degree(90)); newTowerModel->setPosition(static_cast((x-8) * tileScale), static_cast((y-8) * tileScale), 80); //Creates tower TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); towernew->setPosition(static_cast((x-8) * tileScale), static_cast((y-8) * tileScale), 275); towernew->setGame(this); towernew->setTeam(1); //Reduce credit this->buyTower(towerCost); towerModelMatrix [x][y]= newTowerModel; towerTurretMatrix [x][y]= towernew; } bool TowerDefense::hasEnoughCreditForTower(int towerCost) { return ((this->getCredit()) >= towerCost); } bool TowerDefense::hasEnoughCreditForUpgrade() { return true; } void TowerDefense::nextwave() { orxout() << "newwave" << endl; TowerDefenseEnemyvector.clear(); waves_++; //maxspaceships = round(maxspaceshipsstandard + 0.25*(waves_)); time=0; int helpnumber = 40 -(waves_); if(helpnumber <= 0) {helpnumber =1;} float numSpaceships = std::abs((rand() % 100)*5.0f*(helpnumber)); float numEggs = std::abs((rand() % 100)*1.0f*(waves_)); float numUfos = std::abs((rand() % 100)*1.5f*(0.5f*(waves_))) ; float totalnumber = (numSpaceships + numEggs + numUfos)*1.3f; int newspaceships = (int)(maxspaceships* numSpaceships / totalnumber); int neweggs = (int)(maxspaceships*numEggs / totalnumber); int newufos = (int)(maxspaceships*numUfos / totalnumber); int newrandomships = maxspaceships -newspaceships - neweggs - newufos; spaceships =newspaceships; eggs=neweggs; ufos=newufos; randomships=newrandomships; orxout() << spaceships << endl; orxout() << eggs << endl; orxout() << ufos << endl; orxout() << randomships << endl; } void TowerDefense::tick(float dt) { SUPER(TowerDefense, tick, dt); time +=dt; timeSetTower_ +=dt; //Check if tower has to be set (because TowerDefenseSelecter asks for it) if(timeSetTower_ >= 0.25) { timeSetTower_ =0; if(selecter != NULL && selecter->firePressed_) { int x = selecter->selectedPos_->GetX(); int y = selecter->selectedPos_->GetY(); Model* dummyModel2 = new Model(this->center_->getContext()); if(towerModelMatrix[x][y] == NULL) { addTower(x,y); } else { if(!((towerModelMatrix [x][y])->getMeshSource() == dummyModel2->getMeshSource())) { towerTurretMatrix[x][y]->upgradeTower(); if(towerTurretMatrix[x][y]->upgrade < towerTurretMatrix[x][y]->upgradeMax) { int specificupgradecost = (int)(upgradeCost*(std::pow(1.5,towerTurretMatrix[x][y]->upgrade))); if(this->credit_ >= specificupgradecost) { this->buyTower(specificupgradecost); switch(towerTurretMatrix[x][y]->upgrade) { case 1 : towerModelMatrix[x][y]->setMeshSource("TD_T2.mesh"); break; case 2 : towerModelMatrix[x][y]->setMeshSource("TD_T3.mesh"); break; case 3 : towerModelMatrix[x][y]->setMeshSource("TD_T4.mesh"); break; case 4 : towerModelMatrix[x][y]->setMeshSource("TD_T5.mesh"); break; } } } } } selecter->firePressed_ = false; } } TDCoordinate* coord1 = new TDCoordinate(1,1); std::vector path; path.push_back(coord1); if(time>=TowerDefenseEnemyvector.size() && TowerDefenseEnemyvector.size() < maxspaceships) { //adds different types of enemys depending on the WaveNumber progressively making the combination of enemys more difficult if(spaceships>0) { addTowerDefenseEnemy(path, 1); spaceships--; }else if(ufos>0) { addTowerDefenseEnemy(path, 3); ufos--; }else if(eggs>0) { addTowerDefenseEnemy(path, 2); eggs--; }else if(randomships>0) { addTowerDefenseEnemy(path, rand() % 3 +1); randomships--; } } Vector3* endpoint = new Vector3(500, 700, 150); //if ships are at the end they get destroyed for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) { if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive()) { //destroys enemys at the end of the path and reduces the life by 1. no credits gifted Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition(); float distance = ship.distance(*endpoint); if(distance <50){ TowerDefenseEnemyvector.at(i)->destroy(); this->reduceLifes(1); this->buyTower(1); if (this->getLifes()==0) { this->end(); } } } } //goes thorugh vector to see if an enemy is still alive. if not next wave is launched int count= 0; for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) { if(TowerDefenseEnemyvector.at(i)!= NULL) { ++count; } } if (count == 0 && !this->nextwaveTimer_.isActive()) this->nextwaveTimer_.startTimer(); /* time2 +=dt; if(count== 0) { if(time2 > 10) { TowerDefenseEnemyvector.clear(); this->nextwave(); time=0; time2=0; } } */ } // Function to test if we can add waypoints using code only. Doesn't work yet // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL??? /* void TowerDefense::addWaypointsAndFirstEnemy() { SpaceShip *newShip = new SpaceShip(this->center_); newShip->addTemplate("spaceshipassff"); WaypointController *newController = new WaypointController(newShip); newController->setAccuracy(3); Model *wayPoint1 = new Model(newController); wayPoint1->setMeshSource("crate.mesh"); wayPoint1->setPosition(7,-7,5); wayPoint1->setScale(0.2); Model *wayPoint2 = new Model(newController); wayPoint2->setMeshSource("crate.mesh"); wayPoint2->setPosition(7,7,5); wayPoint2->setScale(0.2); newController->addWaypoint(wayPoint1); newController->addWaypoint(wayPoint2); // The following line causes the game to crash newShip->setController(newController); // newController -> getPlayer() -> startControl(newShip); newShip->setPosition(-7,-7,5); newShip->setScale(0.1); //newShip->addSpeed(1); // this->center_->attach(newShip); } */ /* void TowerDefense::playerEntered(PlayerInfo* player) { TeamDeathmatch::playerEntered(player); const std::string& message = player->getName() + " entered the game"; ChatManager::message(message); } bool TowerDefense::playerLeft(PlayerInfo* player) { bool valid_player = TeamDeathmatch::playerLeft(player); if (valid_player) { const std::string& message = player->getName() + " left the game"; ChatManager::message(message); } return valid_player; } void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer) { if (victim && victim->getPlayer()) { std::string message; if (killer) { if (killer->getPlayer()) message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); else message = victim->getPlayer()->getName() + " was killed"; } else message = victim->getPlayer()->getName() + " died"; ChatManager::message(message); } TeamDeathmatch::pawnKilled(victim, killer); } void TowerDefense::playerScored(PlayerInfo* player, int score) { Gametype::playerScored(player, score); }*/ }