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 | * |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | *NACHRICHT: |
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28 | * |
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29 | * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch |
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30 | * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus |
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31 | * |
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32 | *Z.B: |
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33 | * start() //wird aufgerufen, bevor das Spiel losgeht |
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34 | * end() //wenn man diese Funktion aufruft wird |
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35 | * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn ) |
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36 | * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben. |
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37 | * |
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38 | * |
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39 | *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen: |
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40 | * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter |
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41 | * tippt, werden die Vorschläge entsprechend gefiltert. |
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42 | * |
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43 | * |
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44 | *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt, |
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45 | * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde) |
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46 | * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller) |
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47 | * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles, |
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48 | * was in seiner Reichweite liegt. |
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49 | * |
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50 | * |
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51 | *HUD: |
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52 | * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat. |
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53 | * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen. |
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54 | * Fuer den ersten Schritt reicht reiner Text. |
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55 | * |
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56 | * a) |
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57 | * PongScore.cc uebernehmen und eigene Klasse draus machen. |
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58 | * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an |
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59 | * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc |
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60 | * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits. |
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61 | * |
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62 | * b) |
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63 | * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD |
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64 | * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText |
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65 | * Objekte immer erst nach dem PongScore anlegen. |
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66 | * |
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67 | * c) Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden. |
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68 | * |
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69 | * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module. |
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70 | * |
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71 | * |
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72 | * |
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73 | */ |
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74 | #include "TowerDefense.h" |
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75 | #include "TowerDefenseTower.h" |
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76 | #include "TowerDefenseCenterpoint.h" |
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77 | #include "worldentities/SpawnPoint.h" |
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78 | #include "controllers/WaypointController.h" |
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79 | #include "graphics/Model.h" |
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80 | #include "infos/PlayerInfo.h" |
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81 | #include "chat/ChatManager.h" |
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82 | #include "core/CoreIncludes.h" |
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83 | |
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84 | namespace orxonox |
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85 | { |
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86 | RegisterUnloadableClass(TowerDefense); |
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87 | |
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88 | TowerDefense::TowerDefense(Context* context) : TeamDeathmatch(context) |
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89 | { |
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90 | RegisterObject(TowerDefense); |
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91 | |
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92 | selecter = nullptr; |
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93 | this->player_ = nullptr; |
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94 | this->setHUDTemplate("TowerDefenseHUD"); |
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95 | this->waveNumber_ = 0; |
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96 | this->timeSinceLastSpawn_ = 0.0; |
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97 | this->timeUntilNextWave_ = 0.0; |
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98 | this->credit_ = 0; |
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99 | this->lifes_ = 0; |
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100 | this->waveSize_ = 0; |
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101 | offset_ = Vector3(0,0,10); |
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102 | } |
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103 | |
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104 | TowerDefense::~TowerDefense() |
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105 | { |
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106 | if (this->isInitialized()) |
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107 | { |
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108 | |
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109 | } |
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110 | } |
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111 | |
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112 | void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) |
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113 | { |
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114 | this->center_ = centerpoint; |
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115 | } |
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116 | |
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117 | void TowerDefense::start() |
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118 | { |
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119 | if (center_ != nullptr) // There needs to be a TowerDefenseCenterpoint, i.e. the area the game takes place. |
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120 | { |
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121 | if (selecter == nullptr) |
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122 | { |
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123 | selecter = new TowerDefenseSelecter(this->center_->getContext()); |
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124 | } |
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125 | selecter->addTemplate(center_->getSelecterTemplate()); |
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126 | center_->attach(selecter); |
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127 | } |
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128 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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129 | { |
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130 | orxout(internal_error) << "Jump: No Centerpoint specified." << endl; |
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131 | return; |
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132 | } |
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133 | |
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134 | enemies_.clear(); |
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135 | |
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136 | createFields(); |
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137 | TeamDeathmatch::start(); |
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138 | |
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139 | //set initial credits, lifes and WaveNumber |
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140 | this->setCredit(1000); |
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141 | this->setLifes(100); |
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142 | this->timeSinceLastSpawn_ = 0.0; |
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143 | this->timeUntilNextWave_ = 5.0; |
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144 | this->waveSize_ = 0; |
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145 | this->setWaveNumber(0); |
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146 | } |
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147 | |
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148 | // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. |
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149 | void TowerDefense::addTowerDefenseEnemy(int templatenr) |
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150 | { |
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151 | TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); |
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152 | |
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153 | switch(templatenr) |
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154 | { |
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155 | case 1 : |
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156 | en1->addTemplate("enemytowerdefense1"); |
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157 | en1->setScale(3); |
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158 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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159 | break; |
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160 | |
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161 | case 2 : |
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162 | en1->addTemplate("enemytowerdefense2"); |
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163 | en1->setScale(2); |
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164 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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165 | break; |
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166 | |
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167 | case 3 : |
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168 | en1->addTemplate("enemytowerdefense3"); |
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169 | en1->setScale(1); |
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170 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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171 | break; |
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172 | } |
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173 | |
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174 | en1->setTeam(2); |
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175 | |
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176 | WaypointController* controller = (WaypointController*)(en1->getXMLController()); |
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177 | |
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178 | if (controller != nullptr && waypoints_.size() > 1) |
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179 | { |
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180 | en1->setPosition(waypoints_.at(0)->getPosition() + offset_); |
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181 | en1->setOrientation(Vector3(0,0,10), Degree(0)); |
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182 | en1->setDirection(Vector3(0,1,0)); |
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183 | en1->lookAt(waypoints_.at(1)->getPosition() + offset_); |
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184 | |
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185 | for (TowerDefenseField* field : waypoints_) |
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186 | { |
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187 | orxonox::WeakPtr<MovableEntity> waypoint = new MovableEntity(this->center_->getContext()); |
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188 | waypoint->setPosition(field->getPosition() + offset_); |
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189 | controller->addWaypoint(waypoint); |
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190 | } |
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191 | } |
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192 | |
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193 | enemies_.push_back(en1); |
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194 | } |
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195 | |
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196 | |
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197 | void TowerDefense::end() |
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198 | { |
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199 | |
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200 | TeamDeathmatch::end(); |
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201 | ChatManager::message("Match is over! Gameover!"); |
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202 | |
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203 | } |
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204 | |
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205 | void TowerDefense::spawnPlayer(PlayerInfo* player) |
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206 | { |
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207 | assert(player); |
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208 | player_ = player; |
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209 | |
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210 | if (selecter->getPlayer() == nullptr) |
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211 | { |
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212 | player_->startControl(selecter); |
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213 | players_[player].state_ = PlayerState::Alive; |
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214 | } |
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215 | } |
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216 | |
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217 | /** |
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218 | @brief |
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219 | Get the player. |
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220 | @return |
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221 | Returns a pointer to the player. If there is no player, nullptr is returned. |
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222 | */ |
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223 | PlayerInfo* TowerDefense::getPlayer(void) const |
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224 | { |
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225 | return this->player_; |
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226 | } |
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227 | |
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228 | //not working yet |
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229 | void TowerDefense::addTower(int x,int y) |
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230 | { |
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231 | TDCoordinate* coord = new TDCoordinate(x,y); |
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232 | x = coord->GetX(); |
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233 | y = coord->GetY(); |
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234 | |
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235 | int cost = center_->getTowerCost(1); |
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236 | |
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237 | if (fields_[x][y]->isFree() == true && getCredit() >= cost) |
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238 | { |
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239 | payCredit(cost); |
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240 | fields_[x][y]->createTower(1); |
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241 | } |
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242 | } |
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243 | |
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244 | /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") |
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245 | so towers have ability if the turrets |
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246 | */ |
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247 | |
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248 | void TowerDefense::upgradeTower(int x, int y) |
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249 | { |
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250 | TDCoordinate* coord = new TDCoordinate(x,y); |
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251 | x = coord->GetX(); |
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252 | y = coord->GetY(); |
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253 | |
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254 | int cost = center_->getTowerCost(fields_[x][y]->getUpgrade() + 1); |
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255 | |
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256 | if (fields_[x][y]->isFree() == false && fields_[x][y]->canUpgrade() == true && getCredit() >= cost) |
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257 | { |
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258 | payCredit(cost); |
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259 | fields_[x][y]->upgrade(); |
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260 | } |
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261 | } |
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262 | |
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263 | void TowerDefense::tick(float dt) |
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264 | { |
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265 | SUPER(TowerDefense, tick, dt); |
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266 | |
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267 | if (hasStarted() == false || player_ == nullptr) |
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268 | { |
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269 | return; |
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270 | } |
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271 | timeUntilNextWave_ -= dt; |
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272 | timeSinceLastSpawn_ += dt; |
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273 | |
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274 | //build/upgrade tower at selecter position |
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275 | if (selecter != nullptr && selecter->buildTower_ == true) |
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276 | { |
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277 | selecter->buildTower_ = false; |
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278 | |
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279 | if (getField(selecter->selectedPos_)->canUpgrade() == true) |
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280 | { |
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281 | upgradeTower(selecter->selectedPos_->GetX(), selecter->selectedPos_->GetY()); |
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282 | } |
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283 | else |
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284 | { |
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285 | addTower(selecter->selectedPos_->GetX(), selecter->selectedPos_->GetY()); |
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286 | } |
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287 | } |
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288 | |
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289 | for (std::list<WeakPtr<TowerDefenseEnemy>>::iterator it = enemies_.begin(); it != enemies_.end(); ) |
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290 | { |
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291 | if (*it == nullptr) |
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292 | { |
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293 | // the enemy was destroyed by a tower - remove it from the list |
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294 | enemies_.erase(it++); |
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295 | addCredit(1); |
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296 | } |
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297 | else |
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298 | { |
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299 | //if ships are at the end they get destroyed |
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300 | Vector3 ship = (*it)->getRVWorldPosition(); |
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301 | float distance = ship.distance(endpoint_); |
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302 | if(distance < 40) |
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303 | { |
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304 | (*it)->destroy(); |
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305 | enemies_.erase(it++); |
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306 | this->reduceLifes(1); |
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307 | if (this->getLifes() == 0) |
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308 | { |
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309 | this->end(); |
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310 | } |
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311 | } |
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312 | else |
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313 | { |
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314 | ++ it; |
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315 | } |
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316 | } |
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317 | } |
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318 | |
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319 | // Add new enemy? |
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320 | if (timeSinceLastSpawn_ >= 1.0 && waveSize_ > 0) |
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321 | { |
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322 | // Add new enemy |
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323 | timeSinceLastSpawn_ -= 1.0; |
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324 | -- waveSize_; |
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325 | addTowerDefenseEnemy(this->getWaveNumber() % 3 + 1); |
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326 | } |
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327 | else if (timeUntilNextWave_ <= 0.0 && waveSize_ <= 0) |
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328 | { |
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329 | //New wave |
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330 | ++ waveNumber_; |
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331 | timeSinceLastSpawn_ = 0.0; |
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332 | |
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333 | timeUntilNextWave_ = waveNumber_+20.0f; |
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334 | waveSize_ = waveNumber_+5; |
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335 | } |
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336 | |
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337 | } |
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338 | |
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339 | void TowerDefense::createFields() |
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340 | { |
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341 | assert(center_); |
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342 | TDCoordinate coord(0,0); |
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343 | TDCoordinate startCoord(0,0); |
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344 | std::string fields = center_->getFields(); |
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345 | int pos = 0; |
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346 | for (int j = 15; j >= 0; --j) |
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347 | { |
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348 | for (int i = 0; i < 16; ++i) |
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349 | { |
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350 | coord.Set(i,j); |
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351 | fields_[i][j] = new TowerDefenseField(center_->getContext()); |
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352 | fields_[i][j]->setCenterpoint(center_); |
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353 | center_->attach(fields_[i][j]); |
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354 | fields_[i][j]->setPosition(coord.get3dcoordinate()); |
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355 | fields_[i][j]->create(fields.at(pos), fields.at(pos+1)); |
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356 | pos += 2; |
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357 | if (fields_[i][j]->getType() == TowerDefenseFieldType::START) |
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358 | { |
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359 | startCoord.Set(i,j); |
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360 | waypoints_.push_back(fields_[i][j]); |
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361 | } |
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362 | } |
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363 | } |
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364 | //Place waypoints along the street for the waypoint controllers of the enemies |
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365 | TDCoordinate* thisCoord = &startCoord; |
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366 | TDCoordinate* nextCoord; |
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367 | while ((nextCoord = getNextStreetCoord(thisCoord)) != nullptr) |
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368 | { |
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369 | waypoints_.push_back(fields_[nextCoord->GetX()][nextCoord->GetY()]); |
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370 | thisCoord = nextCoord; |
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371 | endpoint_ = nextCoord->get3dcoordinate(); |
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372 | } |
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373 | |
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374 | } |
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375 | |
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376 | TDCoordinate* TowerDefense::getNextStreetCoord(TDCoordinate* thisCoord) |
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377 | { |
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378 | TowerDefenseField* thisField = fields_[thisCoord->GetX()][thisCoord->GetY()]; |
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379 | TDCoordinate* nextCoord = new TDCoordinate(0,0); |
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380 | |
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381 | if (thisField->getType() != TowerDefenseFieldType::STREET && thisField->getType() != TowerDefenseFieldType::START) |
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382 | { |
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383 | return nullptr; |
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384 | } |
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385 | |
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386 | if (thisField->getAngle() == 0) |
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387 | { |
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388 | nextCoord->Set(thisCoord->GetX(), thisCoord->GetY() - 1); |
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389 | } |
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390 | else if (thisField->getAngle() == 1) |
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391 | { |
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392 | nextCoord->Set(thisCoord->GetX() + 1, thisCoord->GetY()); |
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393 | } |
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394 | else if (thisField->getAngle() == 2) |
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395 | { |
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396 | nextCoord->Set(thisCoord->GetX(), thisCoord->GetY() + 1); |
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397 | } |
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398 | else if (thisField->getAngle() == 3) |
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399 | { |
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400 | nextCoord->Set(thisCoord->GetX() - 1, thisCoord->GetY()); |
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401 | } |
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402 | |
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403 | if (thisCoord->GetX() != nextCoord->GetX() || thisCoord->GetY() != nextCoord->GetY()) |
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404 | { |
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405 | return nextCoord; |
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406 | } |
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407 | |
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408 | return nullptr; |
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409 | } |
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410 | } |
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