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source: code/branches/OrxoBlox_FS19/src/modules/pong/Pong.cc @ 12412

Last change on this file since 12412 was 12264, checked in by jeromela, 6 years ago

Struggling with the gametype class!

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Pong.cc
31    @brief Implementation of the Pong class.
32*/
33
34#include "Pong.h"
35
36#include "core/CoreIncludes.h"
37#include "core/EventIncludes.h"
38#include "core/command/Executor.h"
39#include "core/config/ConfigValueIncludes.h"
40
41#include "gamestates/GSLevel.h"
42#include "chat/ChatManager.h"
43
44#include "PongCenterpoint.h"
45#include "PongBall.h"
46#include "PongBat.h"
47#include "PongBot.h"
48#include "PongAI.h"
49
50namespace orxonox
51{
52    // Events to allow to react to scoring of a player, in the level-file.
53    CreateEventName(PongCenterpoint, right);
54    CreateEventName(PongCenterpoint, left);
55
56    RegisterUnloadableClass(Pong);
57
58    /**
59    @brief
60        Constructor. Registers and initializes the object.
61    */
62    Pong::Pong(Context* context) : Deathmatch(context)
63    {
64        RegisterObject(Pong);
65
66        this->center_ = nullptr;
67        this->ball_ = nullptr;
68        this->bat_[0] = nullptr;
69        this->bat_[1] = nullptr;
70
71        this->setHUDTemplate("PongHUD");
72
73        // Pre-set the timer, but don't start it yet.
74        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this)));
75        this->starttimer_.stopTimer();
76
77        // Set the type of Bots for this particular Gametype.
78        this->botclass_ = Class(PongBot);
79
80        this->scoreLimit_ = 10;
81        this->setConfigValues();
82    }
83
84    /**
85    @brief
86        Destructor. Cleans up, if initialized.
87    */
88    Pong::~Pong()
89    {
90        if (this->isInitialized())
91            this->cleanup();
92    }
93
94    void Pong::setConfigValues()
95    {
96        SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins.");
97    }
98
99    /**
100    @brief
101        Cleans up the Gametype by destroying the ball and the bats.
102    */
103    void Pong::cleanup()
104    {
105        if (this->ball_ != nullptr) // Destroy the ball, if present.
106        {
107            this->ball_->destroy();
108            this->ball_ = nullptr;
109        }
110
111        // Destroy both bats, if present.
112        for (size_t i = 0; i < 2; ++i)
113        {
114            if (this->bat_[0] != nullptr)
115            {
116                this->bat_[0]->destroy();
117                this->bat_[0] = nullptr;
118            }
119        }
120
121    }
122
123    /**
124    @brief
125        Starts the Pong minigame.
126    */
127    void Pong::start()
128    {
129        orxout() << "Hello" << endl;
130        if (this->center_ != nullptr) // There needs to be a PongCenterpoint, i.e. the area the game takes place.
131        {
132            if (this->ball_ == nullptr) // If there is no ball, create a new ball.
133            {
134                this->ball_ = new PongBall(this->center_->getContext());
135                // Apply the template for the ball specified by the centerpoint.
136                this->ball_->addTemplate(this->center_->getBalltemplate());
137            }
138
139            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
140            this->center_->attach(this->ball_);
141            this->ball_->setPosition(0, 0, 0);
142            this->ball_->setFieldDimension(this->center_->getFieldDimension());
143            this->ball_->setSpeed(0);
144            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
145            this->ball_->setBatLength(this->center_->getBatLength());
146
147            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
148            for (WeakPtr<orxonox::PongBat>& bat : this->bat_)
149            {
150                if (bat == nullptr)
151                {
152                    bat = new PongBat(this->center_->getContext());
153                    bat->addTemplate(this->center_->getBattemplate());
154                }
155            }
156
157            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
158            this->center_->attach(this->bat_[0]);
159            this->center_->attach(this->bat_[1]);
160            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
161            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
162            this->bat_[0]->yaw(Degree(-90));
163            this->bat_[1]->yaw(Degree(90));
164            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
165            this->bat_[1]->setSpeed(this->center_->getBatSpeed());
166            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
167            this->bat_[1]->setFieldHeight(this->center_->getFieldDimension().y);
168            this->bat_[0]->setLength(this->center_->getBatLength());
169            this->bat_[1]->setLength(this->center_->getBatLength());
170
171            // Set the bats for the ball.
172            this->ball_->setBats(this->bat_);
173        }
174        else // If no centerpoint was specified, an error is thrown and the level is exited.
175        {
176            orxout(internal_error) << "Pong: No Centerpoint specified." << endl;
177            GSLevel::startMainMenu();
178            return;
179        }
180
181        // Start the timer. After it has expired the ball is started.
182        this->starttimer_.startTimer();
183
184        // Set variable to temporarily force the player to spawn.
185        bool temp = this->bForceSpawn_;
186        this->bForceSpawn_ = true;
187
188        // Call start for the parent class.
189        Deathmatch::start();
190
191        // Reset the variable.
192        this->bForceSpawn_ = temp;
193    }
194
195    /**
196    @brief
197        Ends the Pong minigame.
198    */
199    void Pong::end()
200    {
201        this->cleanup();
202
203        // Call end for the parent class.
204        Deathmatch::end();
205    }
206
207    /**
208    @brief
209        Spawns players, and fills the rest up with bots.
210    */
211    void Pong::spawnPlayersIfRequested()
212    {
213        // first spawn human players to assign always the left bat to the player in singleplayer
214        for (const auto& mapEntry : this->players_)
215            if (mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
216                this->spawnPlayer(mapEntry.first);
217        // now spawn bots
218        for (const auto& mapEntry : this->players_)
219            if (!mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
220                this->spawnPlayer(mapEntry.first);
221    }
222
223    /**
224    @brief
225        Spawns the input player.
226    @param player
227        The player to be spawned.
228    */
229    void Pong::spawnPlayer(PlayerInfo* player)
230    {
231        assert(player);
232
233        // If the first (left) bat has no player.
234        if (this->bat_[0]->getPlayer() == nullptr)
235        {
236            player->startControl(this->bat_[0]);
237            this->players_[player].state_ = PlayerState::Alive;
238        }
239        // If the second (right) bat has no player.
240        else if (this->bat_[1]->getPlayer() == nullptr)
241        {
242            player->startControl(this->bat_[1]);
243            this->players_[player].state_ = PlayerState::Alive;
244        }
245        // If both bats are taken.
246        else
247            return;
248
249        // If the player is an AI, it receives a pointer to the ball.
250        if (player->getController() != nullptr && player->getController()->isA(Class(PongAI)))
251        {
252            PongAI* ai = orxonox_cast<PongAI*>(player->getController());
253            ai->setPongBall(this->ball_);
254        }
255    }
256
257    /**
258    @brief
259        Is called when the player scored.
260    */
261    void Pong::playerScored(PlayerInfo* player, int score)
262    {
263        Deathmatch::playerScored(player, score);
264
265        if (this->center_ != nullptr) // If there is a centerpoint.
266        {
267            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
268            if (player == this->getRightPlayer())
269                this->center_->fireEvent(FireEventName(PongCenterpoint, right));
270            else if (player == this->getLeftPlayer())
271                this->center_->fireEvent(FireEventName(PongCenterpoint, left));
272
273            // Also announce, that the player has scored.
274            if (player != nullptr)
275                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
276        }
277
278        // If there is a ball present, reset its position, velocity and acceleration.
279        if (this->ball_ != nullptr)
280        {
281            this->ball_->setPosition(Vector3::ZERO);
282            this->ball_->setVelocity(Vector3::ZERO);
283            this->ball_->setAcceleration(Vector3::ZERO);
284            this->ball_->setSpeed(0);
285        }
286
287        // If there are bats reset them to the middle position.
288        if (this->bat_[0] != nullptr && this->bat_[1] != nullptr)
289        {
290            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
291            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
292        }
293
294        // If a player gets enough points, he won the game -> end of game
295        PlayerInfo* winningPlayer = nullptr;
296        if (this->getLeftPlayer() && this->getScore(this->getLeftPlayer()) >= scoreLimit_)
297            winningPlayer = this->getLeftPlayer();
298        else if (this->getRightPlayer() && this->getScore(this->getRightPlayer()) >= scoreLimit_)
299            winningPlayer = this->getRightPlayer();
300
301        if (winningPlayer)
302        {
303             ChatManager::message(winningPlayer->getName() + " has won!");
304             this->end();
305        }
306
307        // Restart the timer to start the ball.
308        this->starttimer_.startTimer();
309    }
310
311    /**
312    @brief
313        Starts the ball with some default speed.
314    */
315    void Pong::startBall()
316    {
317        if (this->ball_ != nullptr && this->center_ != nullptr)
318            this->ball_->setSpeed(this->center_->getBallSpeed());
319    }
320
321    /**
322    @brief
323        Get the left player.
324    @return
325        Returns a pointer to the player playing on the left. If there is no left player, nullptr is returned.
326    */
327    PlayerInfo* Pong::getLeftPlayer() const
328    {
329        if (this->bat_[0] != nullptr)
330            return this->bat_[0]->getPlayer();
331        else
332            return nullptr;
333    }
334
335    /**
336    @brief
337        Get the right player.
338    @return
339        Returns a pointer to the player playing on the right. If there is no right player, nullptr is returned.
340    */
341    PlayerInfo* Pong::getRightPlayer() const
342    {
343        if (this->bat_[1] != nullptr)
344            return this->bat_[1]->getPlayer();
345        else
346            return nullptr;
347    }
348}
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