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