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source: code/branches/core6/src/modules/towerdefense/TowerDefense.cc @ 9634

Last change on this file since 9634 was 9629, checked in by landauf, 11 years ago

BaseObject now requires a Context instead of a creator (BaseObject*) in its constructor.
Namespace, Level, and Scene inherit from Context

  • Property svn:eol-style set to native
File size: 10.2 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 *
24 *   Co-authors:
25 *      ...
26 *
27 *NACHRICHT:
28 *
29 * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch
30 * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus
31 *
32 *Z.B:
33 * start() //wird aufgerufen, bevor das Spiel losgeht
34 * end() //wenn man diese Funktion aufruft wird
35 * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn )
36 * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben.
37 *
38 *
39 *
40 *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen:
41 * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter
42 * tippt, werden die Vorschläge entsprechend gefiltert.
43 *
44 *
45 *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt,
46 * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde)
47 * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller)
48 * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles,
49 * was in seiner Reichweite liegt.
50 *
51 *
52 *HUD:
53 * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat.
54 * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen.
55 * Fuer den ersten Schritt reicht reiner Text.
56 *
57 * a)
58 * PongScore.cc uebernehmen und eigene Klasse draus machen.
59 * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an
60 * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc
61 * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits.
62 *
63 * b)
64 * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD
65 * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText
66 * Objekte immer erst nach dem PongScore anlegen.
67 *
68 * c)  Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden.
69 *
70 * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module.
71 *
72 *
73 *
74 */
75
76#include "TowerDefense.h"
77#include "Tower.h"
78#include "TowerDefenseCenterpoint.h"
79
80#include "worldentities/SpawnPoint.h"
81#include "worldentities/pawns/Pawn.h"
82#include "worldentities/pawns/SpaceShip.h"
83#include "controllers/WaypointController.h"
84
85#include "graphics/Model.h"
86#include "infos/PlayerInfo.h"
87
88#include "chat/ChatManager.h"
89#include "core/CoreIncludes.h"
90
91/* Part of a temporary hack to allow the player to add towers */
92#include "core/command/ConsoleCommand.h"
93
94namespace orxonox
95{
96    CreateUnloadableFactory(TowerDefense);
97
98    TowerDefense::TowerDefense(Context* context) : Deathmatch(context)
99    {
100        RegisterObject(TowerDefense);
101
102        this->setHUDTemplate("TowerDefenseHUD");
103
104        this->stats_ = new TowerDefensePlayerStats();
105
106        /* Temporary hack to allow the player to add towers */
107        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
108    }
109
110    TowerDefense::~TowerDefense()
111    {
112        /* Part of a temporary hack to allow the player to add towers */
113        if (this->isInitialized())
114        {
115            if( this->dedicatedAddTower_ )
116                delete this->dedicatedAddTower_;
117        }
118    }
119
120    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
121    {
122        orxout() << "Centerpoint now setting..." << endl;
123        this->center_ = centerpoint;
124        orxout() << "Centerpoint now set..." << endl;
125    }
126
127    void TowerDefense::start()
128    {
129        Deathmatch::start();
130
131        const int kInitialTowerCount = 3;
132        Coordinate initialTowerCoordinates[kInitialTowerCount] = {{3,2}, {8,5}, {12,10}};
133
134        for (int i = 0; i < kInitialTowerCount; i++)
135        {
136            Coordinate coordinate = initialTowerCoordinates[i];
137            addTower(coordinate.x, coordinate.y);
138        }
139
140        ChatManager::message("Use the console command addTower x y to add towers");
141
142        //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
143    }
144
145    void TowerDefense::end()
146    {
147        Deathmatch::end();
148
149        ChatManager::message("Match is over");
150    }
151
152    void TowerDefense::addTower(int x, int y)
153    {
154        const TowerCost towerCost = TDDefaultTowerCost;
155
156        if (!this->hasEnoughCreditForTower(towerCost))
157        {
158            orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
159            return;
160        }
161
162        if (this->towerExists(x,y))
163        {
164            orxout() << "tower exists!!" << endl;
165            return;
166        }
167
168        /*
169        unsigned int width = this->center_->getWidth();
170        unsigned int height = this->center_->getHeight();
171        */
172
173        int tileScale = (int) this->center_->getTileScale();
174
175        if (x > 15 || y > 15 || x < 0 || y < 0)
176        {
177            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
178            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
179            return;
180        }
181
182        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
183
184        // Add tower to coordinatesStack
185        Coordinate newTowerCoordinates = {x, y};
186        addedTowersCoordinates_.push_back(newTowerCoordinates);
187
188        // Reduce credit
189        this->stats_->buyTower(towerCost);
190
191        // Create tower
192        Tower* newTower = new Tower(this->center_->getContext());
193        newTower->addTemplate(this->center_->getTowerTemplate());
194
195        newTower->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
196        newTower->setGame(this);
197    }
198
199    bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
200    {
201        return ((this->stats_->getCredit()) >= towerCost);
202    }
203
204    bool TowerDefense::towerExists(int x, int y)
205    {
206        for(std::vector<Coordinate>::iterator it = addedTowersCoordinates_.begin(); it != addedTowersCoordinates_.end(); ++it)
207        {
208            Coordinate currentCoordinates = (Coordinate) (*it);
209            if (currentCoordinates.x == x && currentCoordinates.y == y)
210                return true;
211        }
212
213        return false;
214    }
215
216
217    void TowerDefense::tick(float dt)
218    {
219        SUPER(TowerDefense, tick, dt);
220    }
221
222    // Function to test if we can add waypoints using code only. Doesn't work yet
223
224    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
225    /*
226    void TowerDefense::addWaypointsAndFirstEnemy()
227    {
228        SpaceShip *newShip = new SpaceShip(this->center_);
229        newShip->addTemplate("spaceshipassff");
230
231        WaypointController *newController = new WaypointController(newShip);
232        newController->setAccuracy(3);
233
234        Model *wayPoint1 = new Model(newController);
235        wayPoint1->setMeshSource("crate.mesh");
236        wayPoint1->setPosition(7,-7,5);
237        wayPoint1->setScale(0.2);
238
239        Model *wayPoint2 = new Model(newController);
240        wayPoint2->setMeshSource("crate.mesh");
241        wayPoint2->setPosition(7,7,5);
242        wayPoint2->setScale(0.2);
243
244        newController->addWaypoint(wayPoint1);
245        newController->addWaypoint(wayPoint2);
246
247        // The following line causes the game to crash
248
249        newShip->setController(newController);
250//        newController -> getPlayer() -> startControl(newShip);
251        newShip->setPosition(-7,-7,5);
252        newShip->setScale(0.1);
253        //newShip->addSpeed(1);
254
255
256
257//      this->center_->attach(newShip);
258    }
259    */
260    /*
261    void TowerDefense::playerEntered(PlayerInfo* player)
262    {
263        Deathmatch::playerEntered(player);
264
265        const std::string& message = player->getName() + " entered the game";
266        ChatManager::message(message);
267    }
268
269    bool TowerDefense::playerLeft(PlayerInfo* player)
270    {
271        bool valid_player = Deathmatch::playerLeft(player);
272
273        if (valid_player)
274        {
275            const std::string& message = player->getName() + " left the game";
276            ChatManager::message(message);
277        }
278
279        return valid_player;
280    }
281
282
283    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
284    {
285        if (victim && victim->getPlayer())
286        {
287            std::string message;
288            if (killer)
289            {
290                if (killer->getPlayer())
291                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
292                else
293                    message = victim->getPlayer()->getName() + " was killed";
294            }
295            else
296                message = victim->getPlayer()->getName() + " died";
297
298            ChatManager::message(message);
299        }
300
301        Deathmatch::pawnKilled(victim, killer);
302    }
303
304    void TowerDefense::playerScored(PlayerInfo* player, int score)
305    {
306        Gametype::playerScored(player, score);
307    }*/
308}
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