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source: code/branches/invaders/src/modules/invader/Invader.cc @ 9862

Last change on this file since 9862 was 9858, checked in by zifloria, 11 years ago

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File size: 3.9 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"
[9709]50
[9777]51#include "core/command/ConsoleCommand.h"
52
[9702]53namespace orxonox
54{
55    RegisterUnloadableClass(Invader);
56
57    Invader::Invader(Context* context) : Deathmatch(context)
58    {
59        RegisterObject(Invader);
[9777]60        this->center_ = 0;
[9702]61
[9777]62        this->console_addEnemy = createConsoleCommand( "spawnEnemy", createExecutor( createFunctor(&Invader::spawnEnemy, this) ) );
[9709]63        //this->context = context;
[9828]64        this->setHUDTemplate("InvaderHUD");
[9777]65
[9829]66        lives = 3;
67        level = 1;
68        point = 0;
69        multiplier = 1;
70        b_combo = false;
[9777]71        enemySpawnTimer.setTimer(2.0f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this)));
[9829]72        comboTimer.setTimer(2.5f, true, createExecutor(createFunctor(&Invader::comboControll, this)));
[9702]73    }
74
75    Invader::~Invader()
76    {
77    }
78
[9777]79    void Invader::spawnEnemy()
80    {
81        if (player == NULL)
82        {
83            for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it)
84                player = *it;
85        }
86        if (player == NULL)
87            return;
88
[9854]89        srand(player->getPosition().x + player->getPosition().y);
90        for (int i = 0; i < level * 2; i++)
[9837]91        {
[9854]92            WeakPtr<InvaderEnemy> newPawn = new InvaderEnemy(this->center_->getContext());
[9837]93            newPawn->addTemplate("enemyinvader");
[9854]94            newPawn->setPlayer(player);
95            newPawn->level = level;
96            newPawn->setPosition(player->getPosition() + Vector3(500 + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
[9837]97        }
[9777]98    }
99
[9858]100    void Invader::costLife()
101    {
102        lives--;
103        multiplier = 0;
104        if (lives <= 0) end();
105    };
106
[9829]107    void Invader::comboControll()
108    {
109        if (b_combo)
110            multiplier++;
111        else
112            multiplier = 1;
113        b_combo = false;
114    }
115
[9709]116    // inject custom player controller
117 /**   void Invader::spawnPlayer(PlayerInfo* player)
118    {
119        assert(player);
120
121        //player->startControl(new InvaderShip(this->center_->getContext() ) );
122    }*/
123
[9702]124    void Invader::start()
125    {
126        // Set variable to temporarily force the player to spawn.
127        this->bForceSpawn_ = true;
128
[9709]129        if (this->center_ == NULL)  // abandon mission!
130        {
131            orxout(internal_error) << "Invader: No Centerpoint specified." << endl;
132            GSLevel::startMainMenu();
133            return;
134        }
[9702]135        // Call start for the parent class.
136        Deathmatch::start();
137    }
138
139    void Invader::end()
140    {
141        // Call end for the parent class.
142        Deathmatch::end();
143    }
144}
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