[11898] | 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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[11984] | 23 | * Marc Dreher |
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[11898] | 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 3DPacman.cc |
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| 31 | @brief Implementation of the 3DPacman class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "Pacman.h" |
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| 35 | #include "core/CoreIncludes.h" |
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| 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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[11915] | 39 | RegisterClass(Pacman); |
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[11898] | 40 | |
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[12313] | 41 | int PACMAN_INTERNAL_PACMAN_POSITION; |
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| 42 | |
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[11898] | 43 | Pacman::Pacman(Context* context) : Deathmatch(context) |
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| 44 | { |
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| 45 | RegisterObject(Pacman); |
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| 46 | |
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[11978] | 47 | lives = 3; |
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[11898] | 48 | point = 0; |
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| 49 | level = 1; |
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| 50 | |
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| 51 | } |
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| 52 | |
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| 53 | void Pacman::levelUp() |
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| 54 | { |
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[11984] | 55 | //Reset each object |
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[11958] | 56 | for(PacmanPointSphere* nextsphere : ObjectList<PacmanPointSphere>()){ |
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| 57 | nextsphere->resetPacmanPointSphere(); |
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| 58 | } |
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| 59 | |
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| 60 | for(PacmanPointAfraid* next : ObjectList<PacmanPointAfraid>()){ |
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| 61 | next->resetPacmanPointAfraid(); |
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| 62 | } |
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| 63 | |
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[11984] | 64 | //Level up ghosts |
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[11958] | 65 | for(PacmanGhost* nextghost : ObjectList<PacmanGhost>()){ |
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| 66 | nextghost->levelupvelo(); |
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| 67 | } |
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[11984] | 68 | //Reset ghosts and player |
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[11958] | 69 | this->posreset(); |
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[11979] | 70 | |
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[11984] | 71 | //Increase maximum of points and level |
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[11979] | 72 | totallevelpoint = ObjectList<PacmanPointSphere>().size() + totallevelpoint; |
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| 73 | level++; |
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[11898] | 74 | } |
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| 75 | |
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| 76 | |
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[12316] | 77 | PacmanGhost* ghosts[8]; |
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[11898] | 78 | |
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| 79 | |
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| 80 | void Pacman::tick(float dt) |
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| 81 | { |
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[12316] | 82 | |
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[11915] | 83 | SUPER(Pacman, tick, dt); |
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| 84 | |
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[12316] | 85 | |
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[11984] | 86 | //Needed for gameover |
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[11976] | 87 | if(deathtime != 0){ |
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| 88 | dead(dt); |
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[12365] | 89 | |
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| 90 | if(point > 230){ |
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| 91 | |
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| 92 | for(PacmanPointSphere* pointer : ObjectList<PacmanPointSphere>()){ |
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| 93 | pointSpherePosition = pointer->getPosition(); |
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| 94 | |
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| 95 | if(pointSpherePosition.y > 0){ |
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| 96 | PacmanLaser* pos = ObjectList<PacmanLaser>(); //to do |
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| 97 | pos->setPosition(pointSpherePosition); |
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| 98 | break; |
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| 99 | } |
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| 100 | |
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| 101 | |
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| 102 | } |
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| 103 | |
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| 104 | } |
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| 105 | |
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[11976] | 106 | } |
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[11954] | 107 | |
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[11984] | 108 | //ingame loop |
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[11976] | 109 | else{ |
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[11954] | 110 | |
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[11984] | 111 | //Register ghosts |
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| 112 | int i = 0; |
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[12365] | 113 | for(PacmanGhost* nextghost: ObjectList<PacmanGhost>()){ |
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[11984] | 114 | ghosts[i] = nextghost; |
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| 115 | i++; |
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[11939] | 116 | } |
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[11984] | 117 | //Switch ghost to not-catchable, if timer is zero |
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| 118 | if(afraid){ |
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| 119 | timer = timer - dt; |
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| 120 | if(timer<=0){ |
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| 121 | setNormal(); |
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| 122 | } |
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| 123 | } |
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[11976] | 124 | |
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[11984] | 125 | //Get position of player |
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| 126 | player = this->getPlayer(); |
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| 127 | if (player != nullptr) |
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| 128 | { |
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| 129 | currentPosition = player->getWorldPosition(); |
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| 130 | } |
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[11898] | 131 | |
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[11984] | 132 | //Check for collision with ghosts |
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| 133 | bcolli = false; |
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| 134 | for(int nrghost = 0; (nrghost<8) && (!bcolli); ++nrghost){ |
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| 135 | bcolli = collis(ghosts[nrghost]->getPosition(), currentPosition); |
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| 136 | } |
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[11898] | 137 | |
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[11984] | 138 | if(bcolli){ |
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| 139 | this->catched(dt); |
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| 140 | } |
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[11915] | 141 | |
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[11984] | 142 | //Check for collision with PointSpheres and PacmanPointAfraid |
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| 143 | for(PacmanPointSphere* nextsphere : ObjectList<PacmanPointSphere>()){ |
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[12003] | 144 | if(nextsphere->taken(currentPosition)) |
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| 145 | takePoint(nextsphere); |
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[11898] | 146 | } |
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| 147 | |
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[11984] | 148 | for(PacmanPointAfraid* next : ObjectList<PacmanPointAfraid>()){ |
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| 149 | if(next->taken(currentPosition)) |
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| 150 | setAfraid(); |
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[11933] | 151 | } |
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| 152 | |
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[11979] | 153 | } |
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[11976] | 154 | |
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[11898] | 155 | } |
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| 156 | |
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[11984] | 157 | //Check for collisions between to objects (compare float numbers) |
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[11898] | 158 | bool Pacman::collis(Vector3 one, Vector3 other){ |
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[12338] | 159 | if((abs(one.x-other.x)<19) && (abs(one.y-other.y)<10) && (abs(one.z-other.z)<19)) |
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[11898] | 160 | return true; |
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| 161 | return false; |
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| 162 | } |
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| 163 | |
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[11984] | 164 | //Decrease live or resetghost |
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[11976] | 165 | void Pacman::catched(float dt){ |
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[11933] | 166 | |
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[11984] | 167 | if(!this->afraid) { |
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| 168 | if(!this->lives){ |
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[11976] | 169 | deathtime = 5; |
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| 170 | this->dead(dt); |
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| 171 | } |
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[11898] | 172 | --lives; |
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| 173 | this->posreset(); |
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[11933] | 174 | } |
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| 175 | else{ |
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[11945] | 176 | for(int nrghost = 0; nrghost<8; ++nrghost){ |
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[11984] | 177 | bcolli = collis(ghosts[nrghost]->getPosition(), currentPosition); |
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| 178 | if(bcolli) ghosts[nrghost]->resetGhost(); |
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| 179 | bcolli = false; |
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[11933] | 180 | } |
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| 181 | } |
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| 182 | } |
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| 183 | |
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[11984] | 184 | //Change ghost design (to afraid) |
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[11944] | 185 | void Pacman::setAfraid(){ |
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[11945] | 186 | |
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[11944] | 187 | timer = 10; //Set timer to 10 seconds |
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[11945] | 188 | |
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| 189 | //Change normal Ghosts with afraid ones |
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| 190 | if(!afraid){ |
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| 191 | ghosts[0]->changewith(ghosts[4]); |
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| 192 | ghosts[1]->changewith(ghosts[5]); |
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| 193 | ghosts[2]->changewith(ghosts[6]); |
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| 194 | ghosts[3]->changewith(ghosts[7]); |
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| 195 | } |
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| 196 | |
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| 197 | afraid = true; |
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[11898] | 198 | } |
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| 199 | |
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[11984] | 200 | //Change ghost design (to not afraid) |
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[11945] | 201 | void Pacman::setNormal(){ |
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| 202 | |
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| 203 | timer = 0; |
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| 204 | |
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| 205 | //Change normal Ghosts with afraid ones |
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| 206 | ghosts[4]->changewith(ghosts[0]); |
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| 207 | ghosts[5]->changewith(ghosts[1]); |
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| 208 | ghosts[6]->changewith(ghosts[2]); |
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| 209 | ghosts[7]->changewith(ghosts[3]); |
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| 210 | |
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| 211 | afraid = false; |
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| 212 | } |
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| 213 | |
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[11984] | 214 | //Reset ghosts and plazer |
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[11898] | 215 | void Pacman::posreset(){ |
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[11956] | 216 | for(int i = 0; i<4; ++i){ |
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| 217 | ghosts[i]->resetGhost(); |
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[11898] | 218 | } |
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| 219 | player->setPosition(startposplayer); |
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| 220 | } |
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| 221 | |
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[11984] | 222 | //Collision with PointSphere |
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[11898] | 223 | void Pacman::takePoint(PacmanPointSphere* taken){ |
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| 224 | ++point; |
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[12365] | 225 | } |
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[11979] | 226 | if(point == totallevelpoint){ |
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| 227 | this->levelUp(); |
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| 228 | return; |
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| 229 | } |
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[11898] | 230 | } |
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| 231 | |
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| 232 | |
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| 233 | PacmanGelb* Pacman::getPlayer() |
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| 234 | { |
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| 235 | for (PacmanGelb* ship : ObjectList<PacmanGelb>()) |
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| 236 | { |
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| 237 | return ship; |
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| 238 | } |
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| 239 | return nullptr; |
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| 240 | } |
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| 241 | |
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[11984] | 242 | //Getter |
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| 243 | bool Pacman::getAfraid(){ |
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| 244 | return afraid; |
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| 245 | } |
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| 246 | //Getter |
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| 247 | int Pacman::getTimer(){ |
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| 248 | return timer; |
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| 249 | } |
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| 250 | //Getter |
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| 251 | int Pacman::getLevel(){ |
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| 252 | return level; |
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| 253 | } |
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| 254 | //Getter |
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[11898] | 255 | int Pacman::getPoints(){ |
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| 256 | return point; |
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| 257 | } |
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[11984] | 258 | //Getter |
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[11978] | 259 | int Pacman::getLives(){ |
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| 260 | return lives; |
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| 261 | } |
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[11984] | 262 | //Getter |
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| 263 | bool Pacman::isdead(){ |
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| 264 | return death; |
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| 265 | } |
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[11992] | 266 | //Getter |
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| 267 | int Pacman::getTotalpoints(){ |
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| 268 | return totallevelpoint; |
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| 269 | } |
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[11898] | 270 | |
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[11978] | 271 | |
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[11898] | 272 | void Pacman::start() |
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| 273 | { |
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| 274 | Deathmatch::start(); |
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[11954] | 275 | |
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[11984] | 276 | //Hide afraided ghosts under map |
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[11954] | 277 | int i = 0; |
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| 278 | for(PacmanGhost* nextghost : ObjectList<PacmanGhost>()){ |
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| 279 | if(3<i){ |
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| 280 | nextghost->setPosition(0,-20,0); |
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| 281 | nextghost->dontmove = true; |
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| 282 | }; |
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| 283 | i++; |
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| 284 | } |
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[11956] | 285 | |
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[11984] | 286 | //Set maximum of points of first level |
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[11956] | 287 | totallevelpoint = ObjectList<PacmanPointSphere>().size(); |
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| 288 | |
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[11898] | 289 | } |
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| 290 | |
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[11976] | 291 | void Pacman::dead(float dt){ |
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| 292 | death = true; |
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| 293 | |
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| 294 | deathtime = deathtime-dt; |
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| 295 | |
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| 296 | if(deathtime<0) |
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| 297 | this->end(); |
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| 298 | } |
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| 299 | |
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[11898] | 300 | void Pacman::end() |
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| 301 | { |
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| 302 | GSLevel::startMainMenu(); |
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| 303 | } |
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| 304 | } |
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