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source: code/branches/formation/src/modules/pong/Pong.cc @ 8885

Last change on this file since 8885 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 10.3 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
40#include "gamestates/GSLevel.h"
41
42#include "PongCenterpoint.h"
43#include "PongBall.h"
44#include "PongBat.h"
45#include "PongBot.h"
46#include "PongAI.h"
47
48namespace orxonox
49{
50    // Events to allow to react to scoring of a player, in the level-file.
51    CreateEventName(PongCenterpoint, right);
52    CreateEventName(PongCenterpoint, left);
53
54    CreateUnloadableFactory(Pong);
55
56    /**
57    @brief
58        Constructor. Registers and initializes the object.
59    */
60    Pong::Pong(BaseObject* creator) : Deathmatch(creator)
61    {
62        RegisterObject(Pong);
63
64        this->center_ = 0;
65        this->ball_ = 0;
66        this->bat_[0] = 0;
67        this->bat_[1] = 0;
68
69        this->setHUDTemplate("PongHUD");
70
71        // Pre-set the timer, but don't start it yet.
72        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this)));
73        this->starttimer_.stopTimer();
74
75        // Set the type of Bots for this particular Gametype.
76        this->botclass_ = Class(PongBot);
77    }
78
79    /**
80    @brief
81        Destructor. Cleans up, if initialized.
82    */
83    Pong::~Pong()
84    {
85        if (this->isInitialized())
86            this->cleanup();
87    }
88
89    /**
90    @brief
91        Cleans up the Gametype by destroying the ball and the bats.
92    */
93    void Pong::cleanup()
94    {
95        if (this->ball_ != NULL) // Destroy the ball, if present.
96        {
97            this->ball_->destroy();
98            this->ball_ = 0;
99        }
100
101        // Destroy both bats, if present.
102        for (size_t i = 0; i < 2; ++i)
103        {
104            if (this->bat_[0] != NULL)
105            {
106                this->bat_[0]->destroy();
107                this->bat_[0] = 0;
108            }
109        }
110    }
111
112    /**
113    @brief
114        Starts the Pong minigame.
115    */
116    void Pong::start()
117    {
118        if (this->center_ != NULL) // There needs to be a PongCenterpoint, i.e. the area the game takes place.
119        {
120            if (this->ball_ == NULL) // If there is no ball, create a new ball.
121            {
122                this->ball_ = new PongBall(this->center_);
123                // Apply the template for the ball specified by the centerpoint.
124                this->ball_->addTemplate(this->center_->getBalltemplate());
125            }
126
127            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
128            this->center_->attach(this->ball_);
129            this->ball_->setPosition(0, 0, 0);
130            this->ball_->setFieldDimension(this->center_->getFieldDimension());
131            this->ball_->setSpeed(0);
132            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
133            this->ball_->setBatLength(this->center_->getBatLength());
134
135            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
136            for (size_t i = 0; i < 2; ++i)
137            {
138                if (this->bat_[i] == NULL)
139                {
140                    this->bat_[i] = new PongBat(this->center_);
141                    this->bat_[i]->addTemplate(this->center_->getBattemplate());
142                }
143            }
144
145            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
146            this->center_->attach(this->bat_[0]);
147            this->center_->attach(this->bat_[1]);
148            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
149            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
150            this->bat_[0]->yaw(Degree(-90));
151            this->bat_[1]->yaw(Degree(90));
152            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
153            this->bat_[1]->setSpeed(this->center_->getBatSpeed());
154            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
155            this->bat_[1]->setFieldHeight(this->center_->getFieldDimension().y);
156            this->bat_[0]->setLength(this->center_->getBatLength());
157            this->bat_[1]->setLength(this->center_->getBatLength());
158
159            // Set the bats for the ball.
160            this->ball_->setBats(this->bat_);
161        }
162        else // If no centerpoint was specified, an error is thrown and the level is exited.
163        {
164            orxout(internal_error) << "Pong: No Centerpoint specified." << endl;
165            GSLevel::startMainMenu();
166            return;
167        }
168
169        // Start the timer. After it has expired the ball is started.
170        this->starttimer_.startTimer();
171
172        // Set variable to temporarily force the player to spawn.
173        bool temp = this->bForceSpawn_;
174        this->bForceSpawn_ = true;
175
176        // Call start for the parent class.
177        Deathmatch::start();
178
179        // Reset the variable.
180        this->bForceSpawn_ = temp;
181    }
182
183    /**
184    @brief
185        Ends the Pong minigame.
186    */
187    void Pong::end()
188    {
189        this->cleanup();
190
191        // Call end for the parent class.
192        Deathmatch::end();
193    }
194
195    /**
196    @brief
197        Spawns players, and fills the rest up with bots.
198    */
199    void Pong::spawnPlayersIfRequested()
200    {
201        // first spawn human players to assign always the left bat to the player in singleplayer
202        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
203            if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
204                this->spawnPlayer(it->first);
205        // now spawn bots
206        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
207            if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
208                this->spawnPlayer(it->first);
209    }
210
211    /**
212    @brief
213        Spawns the input player.
214    @param player
215        The player to be spawned.
216    */
217    void Pong::spawnPlayer(PlayerInfo* player)
218    {
219        assert(player);
220
221        // If the first (left) bat has no player.
222        if (this->bat_[0]->getPlayer() == NULL)
223        {
224            player->startControl(this->bat_[0]);
225            this->players_[player].state_ = PlayerState::Alive;
226        }
227        // If the second (right) bat has no player.
228        else if (this->bat_[1]->getPlayer() == NULL)
229        {
230            player->startControl(this->bat_[1]);
231            this->players_[player].state_ = PlayerState::Alive;
232        }
233        // If both bats are taken.
234        else
235            return;
236
237        // If the player is an AI, it receives a pointer to the ball.
238        if (player->getController() != NULL && player->getController()->isA(Class(PongAI)))
239        {
240            PongAI* ai = orxonox_cast<PongAI*>(player->getController());
241            ai->setPongBall(this->ball_);
242        }
243    }
244
245    /**
246    @brief
247        Is called when the player scored.
248    */
249    void Pong::playerScored(PlayerInfo* player)
250    {
251        Deathmatch::playerScored(player);
252
253        if (this->center_ != NULL) // If there is a centerpoint.
254        {
255            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
256            if (player == this->getRightPlayer())
257                this->center_->fireEvent(FireEventName(PongCenterpoint, right));
258            else if (player == this->getLeftPlayer())
259                this->center_->fireEvent(FireEventName(PongCenterpoint, left));
260
261            // Also announce, that the player has scored.
262            if (player != NULL)
263                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
264        }
265
266        // If there is a ball present, reset its position, velocity and acceleration.
267        if (this->ball_ != NULL)
268        {
269            this->ball_->setPosition(Vector3::ZERO);
270            this->ball_->setVelocity(Vector3::ZERO);
271            this->ball_->setAcceleration(Vector3::ZERO);
272            this->ball_->setSpeed(0);
273        }
274
275        // If there are bats reset them to the middle position.
276        if (this->bat_[0] != NULL && this->bat_[1] != NULL)
277        {
278            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
279            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
280        }
281
282        // Restart the timer to start the ball.
283        this->starttimer_.startTimer();
284    }
285
286    /**
287    @brief
288        Starts the ball with some default speed.
289    */
290    void Pong::startBall()
291    {
292        if (this->ball_ != NULL && this->center_ != NULL)
293            this->ball_->setSpeed(this->center_->getBallSpeed());
294    }
295
296    /**
297    @brief
298        Get the left player.
299    @return
300        Returns a pointer to the player playing on the left. If there is no left player, NULL is returned.
301    */
302    PlayerInfo* Pong::getLeftPlayer() const
303    {
304        if (this->bat_ != NULL && this->bat_[0] != NULL)
305            return this->bat_[0]->getPlayer();
306        else
307            return 0;
308    }
309
310    /**
311    @brief
312        Get the right player.
313    @return
314        Returns a pointer to the player playing on the right. If there is no right player, NULL is returned.
315    */
316    PlayerInfo* Pong::getRightPlayer() const
317    {
318        if (this->bat_ != NULL && this->bat_[1] != NULL)
319            return this->bat_[1]->getPlayer();
320        else
321            return 0;
322    }
323}
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