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 | this->lives = 3; |
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63 | bEndGame = false; |
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64 | lives = 3; |
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65 | point = 0; |
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66 | |
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67 | // Pre-set the timer, but don't start it yet. |
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68 | //this->enemySpawnTimer_.setTimer(5.0, true, createExecutor(createFunctor(&Asteroids::spawnStone, this))); |
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69 | } |
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70 | |
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71 | //spawnt durch den Timer Asteroiden, denk dran, dass falls ein Asteroid stirbt er in 2 teile geteilt wird |
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72 | void Asteroids::spawnStone() |
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73 | { |
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74 | if(getPlayer() == nullptr) return; |
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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 Asteroids::spawnStone(int newsize) |
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83 | { |
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84 | //no player -> should end game? |
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85 | if(getPlayer() == nullptr) return; |
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86 | //invalid size |
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87 | if(newsize > 3 || newsize < 1) return; |
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88 | AsteroidsStone* newStone; |
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89 | newStone = new AsteroidsStone(this->center_->getContext()); |
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90 | newStone.size = newsize; |
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91 | if(newsize == 1) newStone->addTemplate("asteroidsstone1"); |
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92 | else if(newsize == 2) newStone->addTemplate("asteroidsstone2"); |
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93 | else newStone->addTemplate("asteroidsstone3"); |
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94 | newStone->setAsteroidsPlayer(player); |
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95 | |
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96 | } |
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97 | |
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98 | AsteroidsShip* Asteroids::getPlayer() |
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99 | { |
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100 | if (player == nullptr) |
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101 | { |
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102 | for (Asteroids* ship : ObjectList<AsteroidsShip>()) |
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103 | player = ship; |
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104 | } |
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105 | return player; |
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106 | } |
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107 | |
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108 | |
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109 | void Asteroids::setCenterpoint(AsteroidsCenterPoint* center) |
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110 | { |
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111 | this->center_ = center; |
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112 | } |
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113 | |
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114 | void Asteroids::costLife() |
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115 | { |
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116 | lives = 0; |
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117 | } |
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118 | |
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119 | void Asteroids::start() |
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120 | { |
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121 | 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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122 | { |
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123 | orxout(internal_error) << "Asteroids: No Centerpoint specified." << endl; |
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124 | GSLevel::startMainMenu(); |
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125 | return; |
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126 | } |
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127 | |
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128 | // Set variable to temporarily force the player to spawn. |
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129 | bool temp = this->bForceSpawn_; |
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130 | this->bForceSpawn_ = true; |
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131 | |
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132 | // Call start for the parent class. |
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133 | Deathmatch::start(); |
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134 | |
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135 | // Reset the variable. |
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136 | this->bForceSpawn_ = temp; |
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137 | } |
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138 | |
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139 | void Asteroids::addPoints(int numPoints) |
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140 | { |
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141 | if (!bEndGame) |
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142 | { |
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143 | point += numPoints; |
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144 | } |
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145 | } |
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146 | |
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147 | void Asteroids::end() |
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148 | { |
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149 | // DON'T CALL THIS! |
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150 | // Deathmatch::end(); |
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151 | // It will misteriously crash the game! |
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152 | // Instead startMainMenu, this won't crash. |
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153 | GSLevel::startMainMenu(); |
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154 | } |
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155 | } |
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