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source: code/branches/invaders/src/modules/invader/Invader.cc @ 10031

Last change on this file since 10031 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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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#include "InvaderEnemyShooter.h"
51
52#include "core/command/ConsoleCommand.h"
53#include "worldentities/BigExplosion.h"
54
55namespace orxonox
56{
57    RegisterUnloadableClass(Invader);
58
59    Invader::Invader(Context* context) : Deathmatch(context)
60    {
61        RegisterObject(Invader);
62        this->center_ = 0;
63        init();
64        this->setHUDTemplate("InvaderHUD");
65    }
66
67    void Invader::init()
68    {
69        bEndGame = false;
70        lives = 3;
71        level = 1;
72        point = 0;
73        bShowLevel = false;
74        multiplier = 1;
75        b_combo = false;
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)));
79    }
80
81    void Invader::levelUp()
82    {
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    {
102        if (player == NULL)
103        {
104            for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it)
105                player = *it;
106        }
107        return player;
108    }
109
110    void Invader::spawnEnemy()
111    {
112        if (getPlayer() == NULL)
113            return;
114        srand(player->getPosition().x + player->getPosition().y);
115        for (int i = 0; i < (3*log10(level) + 1); i++)
116        {
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            }
128            newPawn->setPlayer(player);
129            newPawn->level = level;
130            // spawn enemy at random points in front of player.
131            newPawn->setPosition(player->getPosition() + Vector3(500 + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
132        }
133    }
134
135    void Invader::costLife()
136    {
137        lives--;
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)));
142    };
143
144    void Invader::comboControll()
145    {
146        if (b_combo)
147            multiplier++;
148        // if no combo was performed before, reset multiplier
149        else
150            multiplier = 1;
151        b_combo = false;
152    }
153
154    void Invader::start()
155    {
156        init();
157        // Set variable to temporarily force the player to spawn.
158        this->bForceSpawn_ = true;
159
160        if (this->center_ == NULL)  // abandon mission!
161        {
162            orxout(internal_error) << "Invader: No Centerpoint specified." << endl;
163            GSLevel::startMainMenu();
164            return;
165        }
166        // Call start for the parent class.
167        Deathmatch::start();
168    }
169    void Invader::addPoints(int numPoints)
170    {
171        if (!bEndGame)
172        {
173            point += numPoints * multiplier;
174            b_combo = true;
175        }
176    }
177
178    void Invader::end()
179    {
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();
185    }
186}
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