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 "Asteroids.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 "AsteroidsCenterPoint.h" |
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48 | #include "AsteroidsShip.h" |
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49 | |
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50 | #include "core/command/ConsoleCommand.h" |
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51 | #include "worldentities/ExplosionPart.h" |
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52 | |
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53 | namespace orxonox |
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54 | { |
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55 | RegisterUnloadableClass(Asteroids); |
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56 | |
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57 | Asteroids::Asteroids(Context* context) : Deathmatch(context) |
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58 | { |
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59 | RegisterObject(Asteroids); |
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60 | this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 |
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61 | this->center_ = nullptr; |
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62 | bEndGame = false; |
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63 | lives = 3; |
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64 | point = 0; |
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65 | |
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66 | // Pre-set the timer, but don't start it yet. |
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67 | this->enemySpawnTimer_.setTimer(5.0, true, createExecutor(createFunctor(&Asteroids::spawnStone, this))); |
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68 | } |
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69 | |
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70 | //spawnt durch den Timer Asteroiden, denk dran, dass falls ein Asteroid stirbt er in 2 teile geteilt wird |
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71 | Asteroids::spawnStone(){ |
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72 | if(getPlayer() == nullptr){ |
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73 | return; |
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74 | } |
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75 | |
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76 | AsteroidsStone* newStone; |
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77 | newStone = new AsteroidsStone(this->center_->getContext()); |
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78 | newStone->addTemplate("asteroidsstone"); |
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79 | newStone->setAsteroidsPlayer(player); |
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80 | } |
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81 | |
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82 | void Invader::spawnEnemy() |
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83 | { |
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84 | if (getPlayer() == nullptr) |
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85 | return; |
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86 | |
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87 | for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) |
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88 | { |
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89 | InvaderEnemy* newPawn; |
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90 | if (rand() % 42/(1 + level*level) == 0) |
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91 | { |
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92 | newPawn = new InvaderEnemyShooter(this->center_->getContext()); |
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93 | newPawn->addTemplate("enemyinvadershooter"); |
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94 | } |
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95 | else |
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96 | { |
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97 | newPawn = new InvaderEnemy(this->center_->getContext()); |
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98 | newPawn->addTemplate("enemyinvader"); |
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99 | } |
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100 | newPawn->setInvaderPlayer(player); |
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101 | newPawn->level = level; |
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102 | // spawn enemy at random points in front of player. |
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103 | newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); |
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104 | } |
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105 | } |
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106 | |
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107 | /** |
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108 | @brief |
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109 | Destructor. Cleans up, if initialized. |
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110 | */ |
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111 | Asteroids::~Asteroids() |
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112 | { |
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113 | if (this->isInitialized()) |
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114 | this->cleanup(); |
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115 | } |
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116 | |
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117 | /** |
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118 | @brief |
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119 | Cleans up the Gametype by destroying all of the objects in the game - spaceship and asteroids. |
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120 | */ |
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121 | void Asteroids::cleanup() |
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122 | { |
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123 | if (this->stones_ != nullptr) // Destroy the ball, if present. |
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124 | { |
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125 | this->stones_->destroy(); |
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126 | this->stones_ = nullptr; |
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127 | } |
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128 | |
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129 | // Destroy AsteroidsShip |
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130 | |
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131 | if (this->player != nullptr) |
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132 | { |
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133 | this->player->destroy(); |
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134 | this->player = nullptr; |
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135 | } |
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136 | } |
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137 | |
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138 | AsteroidsShip* Asteroids::getPlayer() |
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139 | { |
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140 | if (player == nullptr) |
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141 | { |
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142 | for (Asteroids* ship : ObjectList<AsteroidsShip>()) |
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143 | player = ship; |
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144 | } |
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145 | return player; |
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146 | } |
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147 | |
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148 | |
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149 | void Asteroids::setCenterpoint(AsteroidsCenterPoint* center) |
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150 | { |
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151 | this->center_ = center; |
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152 | } |
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153 | |
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154 | void Asteroids::costLife() |
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155 | { |
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156 | lives = 0; |
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157 | }; |
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158 | void Asteroids::start() |
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159 | { |
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160 | if (this->center_ == nullptr) // There needs to be a AsteroidsCenterpoint, i.e. the area the game takes place. If no centerpoint was specified, an error is thrown and the level is exited. |
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161 | { |
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162 | orxout(internal_error) << "Asteroids: No Centerpoint specified." << endl; |
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163 | GSLevel::startMainMenu(); |
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164 | return; |
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165 | } |
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166 | |
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167 | // Set variable to temporarily force the player to spawn. |
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168 | bool temp = this->bForceSpawn_; |
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169 | this->bForceSpawn_ = true; |
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170 | |
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171 | // Call start for the parent class. |
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172 | Deathmatch::start(); |
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173 | |
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174 | // Reset the variable. |
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175 | this->bForceSpawn_ = temp; |
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176 | } |
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177 | |
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178 | void Asteroids::addPoints(int numPoints) |
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179 | { |
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180 | if (!bEndGame) |
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181 | { |
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182 | point += numPoints; |
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183 | } |
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184 | } |
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185 | |
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186 | void Asteroids::end() |
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187 | { |
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188 | // DON'T CALL THIS! |
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189 | // Deathmatch::end(); |
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190 | // It will misteriously crash the game! |
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191 | // Instead startMainMenu, this won't crash. |
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192 | GSLevel::startMainMenu(); |
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193 | } |
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194 | } |
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