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source: code/branches/core6/src/modules/pong/Pong.cc @ 10854

Last change on this file since 10854 was 9638, checked in by landauf, 11 years ago

renamed CreateFactory() as RegisterClass() to be more consistent with the corresponding RegisterObject() macro

  • Property svn:eol-style set to native
File size: 11.2 KB
Line 
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"
49namespace orxonox
50{
51    // Events to allow to react to scoring of a player, in the level-file.
52    CreateEventName(PongCenterpoint, right);
53    CreateEventName(PongCenterpoint, left);
54
55    RegisterUnloadableClass(Pong);
56
57    /**
58    @brief
59        Constructor. Registers and initializes the object.
60    */
61    Pong::Pong(Context* context) : Deathmatch(context)
62    {
63        RegisterObject(Pong);
64
65        this->center_ = 0;
66        this->ball_ = 0;
67        this->bat_[0] = 0;
68        this->bat_[1] = 0;
69
70        this->setHUDTemplate("PongHUD");
71
72        // Pre-set the timer, but don't start it yet.
73        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this)));
74        this->starttimer_.stopTimer();
75
76        // Set the type of Bots for this particular Gametype.
77        this->botclass_ = Class(PongBot);
78
79        this->scoreLimit_ = 10;
80        this->setConfigValues();
81    }
82
83    /**
84    @brief
85        Destructor. Cleans up, if initialized.
86    */
87    Pong::~Pong()
88    {
89        if (this->isInitialized())
90            this->cleanup();
91    }
92
93    void Pong::setConfigValues()
94    {
95        SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins.");
96    }
97
98    /**
99    @brief
100        Cleans up the Gametype by destroying the ball and the bats.
101    */
102    void Pong::cleanup()
103    {
104        if (this->ball_ != NULL) // Destroy the ball, if present.
105        {
106            this->ball_->destroy();
107            this->ball_ = 0;
108        }
109
110        // Destroy both bats, if present.
111        for (size_t i = 0; i < 2; ++i)
112        {
113            if (this->bat_[0] != NULL)
114            {
115                this->bat_[0]->destroy();
116                this->bat_[0] = 0;
117            }
118        }
119    }
120
121    /**
122    @brief
123        Starts the Pong minigame.
124    */
125    void Pong::start()
126    {
127        if (this->center_ != NULL) // There needs to be a PongCenterpoint, i.e. the area the game takes place.
128        {
129            if (this->ball_ == NULL) // If there is no ball, create a new ball.
130            {
131                this->ball_ = new PongBall(this->center_->getContext());
132                // Apply the template for the ball specified by the centerpoint.
133                this->ball_->addTemplate(this->center_->getBalltemplate());
134            }
135
136            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
137            this->center_->attach(this->ball_);
138            this->ball_->setPosition(0, 0, 0);
139            this->ball_->setFieldDimension(this->center_->getFieldDimension());
140            this->ball_->setSpeed(0);
141            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
142            this->ball_->setBatLength(this->center_->getBatLength());
143
144            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
145            for (size_t i = 0; i < 2; ++i)
146            {
147                if (this->bat_[i] == NULL)
148                {
149                    this->bat_[i] = new PongBat(this->center_->getContext());
150                    this->bat_[i]->addTemplate(this->center_->getBattemplate());
151                }
152            }
153
154            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
155            this->center_->attach(this->bat_[0]);
156            this->center_->attach(this->bat_[1]);
157            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
158            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
159            this->bat_[0]->yaw(Degree(-90));
160            this->bat_[1]->yaw(Degree(90));
161            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
162            this->bat_[1]->setSpeed(this->center_->getBatSpeed());
163            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
164            this->bat_[1]->setFieldHeight(this->center_->getFieldDimension().y);
165            this->bat_[0]->setLength(this->center_->getBatLength());
166            this->bat_[1]->setLength(this->center_->getBatLength());
167
168            // Set the bats for the ball.
169            this->ball_->setBats(this->bat_);
170        }
171        else // If no centerpoint was specified, an error is thrown and the level is exited.
172        {
173            orxout(internal_error) << "Pong: No Centerpoint specified." << endl;
174            GSLevel::startMainMenu();
175            return;
176        }
177
178        // Start the timer. After it has expired the ball is started.
179        this->starttimer_.startTimer();
180
181        // Set variable to temporarily force the player to spawn.
182        bool temp = this->bForceSpawn_;
183        this->bForceSpawn_ = true;
184
185        // Call start for the parent class.
186        Deathmatch::start();
187
188        // Reset the variable.
189        this->bForceSpawn_ = temp;
190    }
191
192    /**
193    @brief
194        Ends the Pong minigame.
195    */
196    void Pong::end()
197    {
198        this->cleanup();
199
200        // Call end for the parent class.
201        Deathmatch::end();
202    }
203
204    /**
205    @brief
206        Spawns players, and fills the rest up with bots.
207    */
208    void Pong::spawnPlayersIfRequested()
209    {
210        // first spawn human players to assign always the left bat to the player in singleplayer
211        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
212            if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
213                this->spawnPlayer(it->first);
214        // now spawn bots
215        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
216            if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
217                this->spawnPlayer(it->first);
218    }
219
220    /**
221    @brief
222        Spawns the input player.
223    @param player
224        The player to be spawned.
225    */
226    void Pong::spawnPlayer(PlayerInfo* player)
227    {
228        assert(player);
229
230        // If the first (left) bat has no player.
231        if (this->bat_[0]->getPlayer() == NULL)
232        {
233            player->startControl(this->bat_[0]);
234            this->players_[player].state_ = PlayerState::Alive;
235        }
236        // If the second (right) bat has no player.
237        else if (this->bat_[1]->getPlayer() == NULL)
238        {
239            player->startControl(this->bat_[1]);
240            this->players_[player].state_ = PlayerState::Alive;
241        }
242        // If both bats are taken.
243        else
244            return;
245
246        // If the player is an AI, it receives a pointer to the ball.
247        if (player->getController() != NULL && player->getController()->isA(Class(PongAI)))
248        {
249            PongAI* ai = orxonox_cast<PongAI*>(player->getController());
250            ai->setPongBall(this->ball_);
251        }
252    }
253
254    /**
255    @brief
256        Is called when the player scored.
257    */
258    void Pong::playerScored(PlayerInfo* player, int score)
259    {
260        Deathmatch::playerScored(player, score);
261
262        if (this->center_ != NULL) // If there is a centerpoint.
263        {
264            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
265            if (player == this->getRightPlayer())
266                this->center_->fireEvent(FireEventName(PongCenterpoint, right));
267            else if (player == this->getLeftPlayer())
268                this->center_->fireEvent(FireEventName(PongCenterpoint, left));
269
270            // Also announce, that the player has scored.
271            if (player != NULL)
272                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
273        }
274
275        // If there is a ball present, reset its position, velocity and acceleration.
276        if (this->ball_ != NULL)
277        {
278            this->ball_->setPosition(Vector3::ZERO);
279            this->ball_->setVelocity(Vector3::ZERO);
280            this->ball_->setAcceleration(Vector3::ZERO);
281            this->ball_->setSpeed(0);
282        }
283
284        // If there are bats reset them to the middle position.
285        if (this->bat_[0] != NULL && this->bat_[1] != NULL)
286        {
287            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
288            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
289        }
290
291        // If a player gets enough points, he won the game -> end of game
292        PlayerInfo* winningPlayer = NULL;
293        if (this->getLeftPlayer() && this->getScore(this->getLeftPlayer()) >= scoreLimit_)
294            winningPlayer = this->getLeftPlayer();
295        else if (this->getRightPlayer() && this->getScore(this->getRightPlayer()) >= scoreLimit_)
296            winningPlayer = this->getRightPlayer();
297
298        if (winningPlayer)
299        {
300             ChatManager::message(winningPlayer->getName() + " has won!");
301             this->end();
302        }
303
304        // Restart the timer to start the ball.
305        this->starttimer_.startTimer();
306    }
307
308    /**
309    @brief
310        Starts the ball with some default speed.
311    */
312    void Pong::startBall()
313    {
314        if (this->ball_ != NULL && this->center_ != NULL)
315            this->ball_->setSpeed(this->center_->getBallSpeed());
316    }
317
318    /**
319    @brief
320        Get the left player.
321    @return
322        Returns a pointer to the player playing on the left. If there is no left player, NULL is returned.
323    */
324    PlayerInfo* Pong::getLeftPlayer() const
325    {
326        if (this->bat_ != NULL && this->bat_[0] != NULL)
327            return this->bat_[0]->getPlayer();
328        else
329            return 0;
330    }
331
332    /**
333    @brief
334        Get the right player.
335    @return
336        Returns a pointer to the player playing on the right. If there is no right player, NULL is returned.
337    */
338    PlayerInfo* Pong::getRightPlayer() const
339    {
340        if (this->bat_ != NULL && this->bat_[1] != NULL)
341            return this->bat_[1]->getPlayer();
342        else
343            return 0;
344    }
345}
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