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source: code/branches/invaders/src/modules/invader/Invader.cc @ 10177

Last change on this file since 10177 was 9879, checked in by zifloria, 11 years ago

tweaking + still trying to figure out explosions

File size: 5.3 KB
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[9702]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
[9709]44// ! HACK
45#include "infos/PlayerInfo.h"
46
47#include "InvaderCenterPoint.h"
[9777]48#include "InvaderShip.h"
[9793]49#include "InvaderEnemy.h"
[9874]50#include "InvaderEnemyShooter.h"
[9709]51
[9777]52#include "core/command/ConsoleCommand.h"
[9874]53#include "worldentities/BigExplosion.h"
[9777]54
[9702]55namespace orxonox
56{
57    RegisterUnloadableClass(Invader);
58
59    Invader::Invader(Context* context) : Deathmatch(context)
60    {
61        RegisterObject(Invader);
[9777]62        this->center_ = 0;
[9868]63        init();
[9828]64        this->setHUDTemplate("InvaderHUD");
[9868]65    }
[9777]66
[9868]67    void Invader::init()
68    {
69        bEndGame = false;
[9829]70        lives = 3;
71        level = 1;
72        point = 0;
[9874]73        bShowLevel = false;
[9829]74        multiplier = 1;
75        b_combo = false;
[9874]76        // spawn enemy every 3.5 seconds
77        enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this)));
78        comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this)));
[9702]79    }
80
[9874]81    void Invader::levelUp()
[9777]82    {
[9874]83        level++;
84        if (getPlayer() != NULL)
85        {   
86            for (int i = 0; i < 7; i++)
87            {
88                WeakPtr<BigExplosion> chunk = new BigExplosion(this->center_->getContext());
89                chunk->setPosition(Vector3(600, 0, 100 * i - 300));
90                chunk->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
91                chunk->setScale(20);
92            }
93        }
94        addPoints(multiplier * 42);
95        multiplier *= 2;
96        toggleShowLevel();
97        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this)));
98    }
99
100    WeakPtr<InvaderShip> Invader::getPlayer()
101    {
[9777]102        if (player == NULL)
103        {
104            for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it)
105                player = *it;
106        }
[9874]107        return player;
108    }
109
110    void Invader::spawnEnemy()
111    {
112        if (getPlayer() == NULL)
[9777]113            return;
[9854]114        srand(player->getPosition().x + player->getPosition().y);
[9879]115        for (int i = 0; i < (3*log10(level) + 1); i++)
[9837]116        {
[9874]117            WeakPtr<InvaderEnemy> newPawn;
118            if (rand() % 42/(1 + level*level) == 0)
119            {
120                newPawn = new InvaderEnemyShooter(this->center_->getContext());
121                newPawn->addTemplate("enemyinvadershooter");
122            }
123            else
124            {
125                newPawn = new InvaderEnemy(this->center_->getContext());
126                newPawn->addTemplate("enemyinvader");
127            }
[9854]128            newPawn->setPlayer(player);
129            newPawn->level = level;
[9868]130            // spawn enemy at random points in front of player.
[9854]131            newPawn->setPosition(player->getPosition() + Vector3(500 + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
[9837]132        }
[9777]133    }
134
[9858]135    void Invader::costLife()
136    {
137        lives--;
[9868]138        multiplier = 1;
139        // end the game in 30 seconds.
140        if (lives <= 0)
141            enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this)));
[9858]142    };
143
[9829]144    void Invader::comboControll()
145    {
146        if (b_combo)
147            multiplier++;
[9868]148        // if no combo was performed before, reset multiplier
[9829]149        else
150            multiplier = 1;
151        b_combo = false;
152    }
153
[9702]154    void Invader::start()
155    {
[9868]156        init();
[9702]157        // Set variable to temporarily force the player to spawn.
158        this->bForceSpawn_ = true;
159
[9709]160        if (this->center_ == NULL)  // abandon mission!
161        {
162            orxout(internal_error) << "Invader: No Centerpoint specified." << endl;
163            GSLevel::startMainMenu();
164            return;
165        }
[9702]166        // Call start for the parent class.
167        Deathmatch::start();
168    }
[9874]169    void Invader::addPoints(int numPoints)
170    {
171        if (!bEndGame)
172        {
173            point += numPoints * multiplier;
174            b_combo = true;
175        }
176    }
[9702]177
178    void Invader::end()
179    {
[9868]180        // DON'T CALL THIS!
181        //      Deathmatch::end();
182        // It will misteriously crash the game!
183        // Instead startMainMenu, this won't crash.
184        GSLevel::startMainMenu();
[9702]185    }
186}
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