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source: code/branches/invaders/src/modules/invader/Invader.cc @ 9802

Last change on this file since 9802 was 9793, checked in by zifloria, 11 years ago

movement code update

File size: 3.1 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 *      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
44// ! HACK
45#include "infos/PlayerInfo.h"
46
47#include "InvaderCenterPoint.h"
48#include "InvaderShip.h"
49#include "InvaderEnemy.h"
50
51#include "core/command/ConsoleCommand.h"
52
53namespace orxonox
54{
55    RegisterUnloadableClass(Invader);
56
57    Invader::Invader(Context* context) : Deathmatch(context)
58    {
59        RegisterObject(Invader);
60        this->center_ = 0;
61
62        this->console_addEnemy = createConsoleCommand( "spawnEnemy", createExecutor( createFunctor(&Invader::spawnEnemy, this) ) );
63        //this->context = context;
64
65        enemySpawnTimer.setTimer(2.0f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this)));
66    }
67
68    Invader::~Invader()
69    {
70    }
71
72    void Invader::spawnEnemy()
73    {
74        if (player == NULL)
75        {
76            for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it)
77                player = *it;
78        }
79        if (player == NULL)
80            return;
81
82        InvaderEnemy* newPawn = new InvaderEnemy(this->center_->getContext());
83        newPawn->addTemplate("enemyinvader");
84
85        newPawn->setPosition(player->getPosition() + Vector3(1000, 0, 0));
86    }
87
88    // inject custom player controller
89 /**   void Invader::spawnPlayer(PlayerInfo* player)
90    {
91        assert(player);
92
93        //player->startControl(new InvaderShip(this->center_->getContext() ) );
94    }*/
95
96    void Invader::start()
97    {
98        // Set variable to temporarily force the player to spawn.
99        this->bForceSpawn_ = true;
100
101        if (this->center_ == NULL)  // abandon mission!
102        {
103            orxout(internal_error) << "Invader: No Centerpoint specified." << endl;
104            GSLevel::startMainMenu();
105            return;
106        }
107        // Call start for the parent class.
108        Deathmatch::start();
109    }
110
111    void Invader::end()
112    {
113        // Call end for the parent class.
114        Deathmatch::end();
115    }
116}
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