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 | * Florian Zinggeler |
---|
24 | * Co-authors: |
---|
25 | * ... |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | /** |
---|
30 | @file Invader.cc |
---|
31 | @brief Implementation of the Invader class. |
---|
32 | */ |
---|
33 | |
---|
34 | #include "Invader.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 | // ! HACK |
---|
45 | #include "infos/PlayerInfo.h" |
---|
46 | |
---|
47 | #include "InvaderCenterPoint.h" |
---|
48 | #include "InvaderShip.h" |
---|
49 | #include "InvaderEnemy.h" |
---|
50 | #include "InvaderEnemyShooter.h" |
---|
51 | |
---|
52 | #include "core/command/ConsoleCommand.h" |
---|
53 | #include "worldentities/BigExplosion.h" |
---|
54 | |
---|
55 | namespace orxonox |
---|
56 | { |
---|
57 | RegisterUnloadableClass(Invader); |
---|
58 | |
---|
59 | Invader::Invader(Context* context) : Deathmatch(context) |
---|
60 | { |
---|
61 | RegisterObject(Invader); |
---|
62 | this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 |
---|
63 | this->center_ = 0; |
---|
64 | init(); |
---|
65 | this->setHUDTemplate("InvaderHUD"); |
---|
66 | } |
---|
67 | |
---|
68 | void Invader::init() |
---|
69 | { |
---|
70 | bEndGame = false; |
---|
71 | lives = 3; |
---|
72 | level = 1; |
---|
73 | point = 0; |
---|
74 | bShowLevel = false; |
---|
75 | multiplier = 1; |
---|
76 | b_combo = false; |
---|
77 | // spawn enemy every 3.5 seconds |
---|
78 | enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this))); |
---|
79 | comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this))); |
---|
80 | } |
---|
81 | |
---|
82 | void Invader::levelUp() |
---|
83 | { |
---|
84 | level++; |
---|
85 | if (getPlayer() != NULL) |
---|
86 | { |
---|
87 | for (int i = 0; i < 7; i++) |
---|
88 | { |
---|
89 | BigExplosion* chunk = new BigExplosion(this->center_->getContext()); |
---|
90 | chunk->setPosition(Vector3(600, 0, 100.f * i - 300)); |
---|
91 | chunk->setVelocity(Vector3(1000, 0, 0)); //player->getVelocity() |
---|
92 | chunk->setScale(20); |
---|
93 | } |
---|
94 | } |
---|
95 | addPoints(multiplier * 42); |
---|
96 | multiplier *= 2; |
---|
97 | toggleShowLevel(); |
---|
98 | showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this))); |
---|
99 | } |
---|
100 | |
---|
101 | InvaderShip* Invader::getPlayer() |
---|
102 | { |
---|
103 | if (player == NULL) |
---|
104 | { |
---|
105 | for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it) |
---|
106 | player = *it; |
---|
107 | } |
---|
108 | return player; |
---|
109 | } |
---|
110 | |
---|
111 | void Invader::spawnEnemy() |
---|
112 | { |
---|
113 | if (getPlayer() == NULL) |
---|
114 | return; |
---|
115 | |
---|
116 | for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) |
---|
117 | { |
---|
118 | InvaderEnemy* newPawn; |
---|
119 | if (rand() % 42/(1 + level*level) == 0) |
---|
120 | { |
---|
121 | newPawn = new InvaderEnemyShooter(this->center_->getContext()); |
---|
122 | newPawn->addTemplate("enemyinvadershooter"); |
---|
123 | } |
---|
124 | else |
---|
125 | { |
---|
126 | newPawn = new InvaderEnemy(this->center_->getContext()); |
---|
127 | newPawn->addTemplate("enemyinvader"); |
---|
128 | } |
---|
129 | newPawn->setPlayer(player); |
---|
130 | newPawn->level = level; |
---|
131 | // spawn enemy at random points in front of player. |
---|
132 | newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); |
---|
133 | } |
---|
134 | } |
---|
135 | |
---|
136 | void Invader::costLife() |
---|
137 | { |
---|
138 | lives--; |
---|
139 | multiplier = 1; |
---|
140 | // end the game in 30 seconds. |
---|
141 | if (lives <= 0) |
---|
142 | enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this))); |
---|
143 | }; |
---|
144 | |
---|
145 | void Invader::comboControll() |
---|
146 | { |
---|
147 | if (b_combo) |
---|
148 | multiplier++; |
---|
149 | // if no combo was performed before, reset multiplier |
---|
150 | else |
---|
151 | multiplier = 1; |
---|
152 | b_combo = false; |
---|
153 | } |
---|
154 | |
---|
155 | void Invader::start() |
---|
156 | { |
---|
157 | init(); |
---|
158 | // Set variable to temporarily force the player to spawn. |
---|
159 | this->bForceSpawn_ = true; |
---|
160 | |
---|
161 | if (this->center_ == NULL) // abandon mission! |
---|
162 | { |
---|
163 | orxout(internal_error) << "Invader: No Centerpoint specified." << endl; |
---|
164 | GSLevel::startMainMenu(); |
---|
165 | return; |
---|
166 | } |
---|
167 | // Call start for the parent class. |
---|
168 | Deathmatch::start(); |
---|
169 | } |
---|
170 | void Invader::addPoints(int numPoints) |
---|
171 | { |
---|
172 | if (!bEndGame) |
---|
173 | { |
---|
174 | point += numPoints * multiplier; |
---|
175 | b_combo = true; |
---|
176 | } |
---|
177 | } |
---|
178 | |
---|
179 | void Invader::end() |
---|
180 | { |
---|
181 | // DON'T CALL THIS! |
---|
182 | // Deathmatch::end(); |
---|
183 | // It will misteriously crash the game! |
---|
184 | // Instead startMainMenu, this won't crash. |
---|
185 | GSLevel::startMainMenu(); |
---|
186 | } |
---|
187 | } |
---|