[9098] | 1 | /* |
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[9112] | 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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[9098] | 4 | * |
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[9112] | 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | *NACHRICHT: |
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| 28 | * |
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| 29 | * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch |
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| 30 | * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus |
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| 31 | * |
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| 32 | *Z.B: |
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| 33 | * start() //wird aufgerufen, bevor das Spiel losgeht |
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| 34 | * end() //wenn man diese Funktion aufruft wird |
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| 35 | * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn ) |
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| 36 | * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben. |
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| 37 | * |
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| 38 | * |
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| 39 | * |
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| 40 | *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen: |
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| 41 | * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter |
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| 42 | * tippt, werden die Vorschläge entsprechend gefiltert. |
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| 43 | * |
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| 44 | * |
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| 45 | *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt, |
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| 46 | * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde) |
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| 47 | * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller) |
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| 48 | * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles, |
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| 49 | * was in seiner Reichweite liegt. |
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| 50 | * |
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[9143] | 51 | * |
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| 52 | *HUD: |
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| 53 | * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat. |
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| 54 | * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen. |
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| 55 | * Fuer den ersten Schritt reicht reiner Text. |
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| 56 | * |
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| 57 | * a) |
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| 58 | * PongScore.cc uebernehmen und eigene Klasse draus machen. |
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| 59 | * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an |
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| 60 | * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc |
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| 61 | * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits. |
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| 62 | * |
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| 63 | * b) |
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| 64 | * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD |
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| 65 | * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText |
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| 66 | * Objekte immer erst nach dem PongScore anlegen. |
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| 67 | * |
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| 68 | * c) Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden. |
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| 69 | * |
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| 70 | * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module. |
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| 71 | * |
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| 72 | * |
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| 73 | * |
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[9098] | 74 | */ |
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| 75 | |
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[9112] | 76 | #include "TowerDefense.h" |
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[9137] | 77 | #include "Tower.h" |
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| 78 | #include "TowerDefenseCenterpoint.h" |
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| 79 | |
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[9122] | 80 | #include "worldentities/SpawnPoint.h" |
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| 81 | #include "worldentities/pawns/Pawn.h" |
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[9129] | 82 | #include "worldentities/pawns/SpaceShip.h" |
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[9142] | 83 | #include "controllers/WaypointController.h" |
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| 84 | |
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| 85 | #include "graphics/Model.h" |
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| 86 | #include "infos/PlayerInfo.h" |
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| 87 | |
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[9138] | 88 | #include "chat/ChatManager.h" |
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| 89 | |
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[9136] | 90 | /* Part of a temporary hack to allow the player to add towers */ |
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| 91 | #include "core/command/ConsoleCommand.h" |
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| 92 | |
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[9112] | 93 | namespace orxonox |
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| 94 | { |
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| 95 | CreateUnloadableFactory(TowerDefense); |
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[9136] | 96 | |
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| 97 | TowerDefense::TowerDefense(BaseObject* creator) : Deathmatch(creator) |
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[9112] | 98 | { |
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| 99 | RegisterObject(TowerDefense); |
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[9136] | 100 | |
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| 101 | /* Temporary hack to allow the player to add towers */ |
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| 102 | this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) ); |
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[9142] | 103 | |
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| 104 | // Quick hack to test waypoints |
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| 105 | createConsoleCommand( "aw", createExecutor( createFunctor(&TowerDefense::addWaypointsAndFirstEnemy, this) ) ); |
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[9112] | 106 | } |
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[9136] | 107 | |
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| 108 | TowerDefense::~TowerDefense() |
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| 109 | { |
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[9139] | 110 | /* Part of a temporary hack to allow the player to add towers */ |
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[9136] | 111 | if (this->isInitialized()) |
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| 112 | { |
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| 113 | if( this->dedicatedAddTower_ ) |
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| 114 | delete this->dedicatedAddTower_; |
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| 115 | } |
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| 116 | } |
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| 117 | |
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| 118 | void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) |
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| 119 | { |
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[9139] | 120 | orxout() << "Centerpoint now set..." << endl; |
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[9136] | 121 | this->center_ = centerpoint; |
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| 122 | } |
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| 123 | |
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[9112] | 124 | void TowerDefense::start() |
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| 125 | { |
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| 126 | Deathmatch::start(); |
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[9138] | 127 | |
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[9139] | 128 | orxout() << "Adding towers for debug..." << endl; |
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[9138] | 129 | |
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[9139] | 130 | // Mark corners |
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| 131 | addTower(0,15); addTower(15,0); |
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[9138] | 132 | |
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[9139] | 133 | // Mark diagonal line |
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[9138] | 134 | for (int i = 0 ; i <= 15; i++) |
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| 135 | addTower(i,i); |
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| 136 | |
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[9139] | 137 | orxout() << "Done" << endl; |
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[9138] | 138 | |
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| 139 | ChatManager::message("Use the console command addTower x y to add towers"); |
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[9143] | 140 | |
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| 141 | //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player |
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| 142 | |
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[9139] | 143 | } |
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[9136] | 144 | |
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[9139] | 145 | void TowerDefense::end() |
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| 146 | { |
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| 147 | Deathmatch::end(); |
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[9136] | 148 | |
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[9139] | 149 | ChatManager::message("Match is over"); |
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| 150 | } |
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[9136] | 151 | |
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[9139] | 152 | |
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[9136] | 153 | void TowerDefense::addTower(int x, int y) |
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| 154 | { |
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[9154] | 155 | unsigned int width = this->center_->getWidth(); |
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| 156 | unsigned int height = this->center_->getHeight(); |
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| 157 | int tileScale = (int) this->center_->getTileScale(); |
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| 158 | |
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| 159 | orxout() << "tile scale = " << tileScale << endl; |
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| 160 | |
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| 161 | if (x > 15 || y > 15 || x < 0 || y < 0) |
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[9136] | 162 | { |
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[9154] | 163 | //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) |
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[9138] | 164 | orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; |
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[9136] | 165 | return; |
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| 166 | } |
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| 167 | |
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[9154] | 168 | orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; |
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[9136] | 169 | |
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[9137] | 170 | Tower* newTower = new Tower(this->center_); |
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| 171 | newTower->addTemplate(this->center_->getTowerTemplate()); |
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[9136] | 172 | |
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[9137] | 173 | this->center_->attach(newTower); |
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| 174 | |
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[9154] | 175 | newTower->setPosition((x-8) * tileScale, (y-8) * tileScale, 0); |
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[9137] | 176 | newTower->setGame(this); |
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[9143] | 177 | //TODO: Save the Tower in a Vector. I would suggest std::vector< std::vector<Tower*> > towers_ as a protected member variable; |
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[9137] | 178 | |
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[9136] | 179 | // TODO: create Tower mesh |
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| 180 | // TODO: load Tower mesh |
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| 181 | } |
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| 182 | |
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[9123] | 183 | void TowerDefense::tick(float dt) |
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| 184 | { |
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| 185 | SUPER(TowerDefense, tick, dt); |
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[9136] | 186 | |
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[9142] | 187 | static int test = 0; |
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| 188 | if (++test == 10) |
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[9129] | 189 | { |
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[9142] | 190 | orxout()<< "10th tick." <<endl; |
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| 191 | /* |
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| 192 | for (std::set<SpawnPoint*>::iterator it = this->spawnpoints_.begin(); it != this->spawnpoints_.end(); it++) |
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| 193 | { |
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| 194 | orxout() << "checking spawnpoint with name " << (*it)->getSpawnClass()->getName() << endl; |
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| 195 | } |
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| 196 | */ |
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| 197 | |
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| 198 | //addWaypointsAndFirstEnemy(); |
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| 199 | |
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[9116] | 200 | } |
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[9123] | 201 | } |
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[9136] | 202 | |
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[9142] | 203 | // Function to test if we can add waypoints using code only. Doesn't work yet |
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| 204 | |
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| 205 | // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL??? |
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| 206 | |
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| 207 | void TowerDefense::addWaypointsAndFirstEnemy() |
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| 208 | { |
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| 209 | SpaceShip *newShip = new SpaceShip(this->center_); |
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| 210 | newShip->addTemplate("spaceshipassff"); |
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| 211 | |
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| 212 | WaypointController *newController = new WaypointController(newShip); |
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| 213 | newController->setAccuracy(3); |
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| 214 | |
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| 215 | Model *wayPoint1 = new Model(newController); |
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| 216 | wayPoint1->setMeshSource("crate.mesh"); |
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| 217 | wayPoint1->setPosition(7,-7,5); |
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| 218 | wayPoint1->setScale(0.2); |
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| 219 | |
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| 220 | Model *wayPoint2 = new Model(newController); |
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| 221 | wayPoint2->setMeshSource("crate.mesh"); |
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| 222 | wayPoint2->setPosition(7,7,5); |
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| 223 | wayPoint2->setScale(0.2); |
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| 224 | |
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| 225 | newController->addWaypoint(wayPoint1); |
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| 226 | newController->addWaypoint(wayPoint2); |
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| 227 | |
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| 228 | // The following line causes the game to crash |
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[9148] | 229 | |
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| 230 | newShip->setController(newController); |
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[9142] | 231 | // newController -> getPlayer() -> startControl(newShip); |
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| 232 | newShip->setPosition(-7,-7,5); |
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| 233 | newShip->setScale(0.1); |
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[9148] | 234 | //newShip->addSpeed(1); |
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[9142] | 235 | |
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| 236 | |
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| 237 | |
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| 238 | // this->center_->attach(newShip); |
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| 239 | } |
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| 240 | |
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[9136] | 241 | /* |
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| 242 | void TowerDefense::playerEntered(PlayerInfo* player) |
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| 243 | { |
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| 244 | Deathmatch::playerEntered(player); |
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| 245 | |
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| 246 | const std::string& message = player->getName() + " entered the game"; |
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| 247 | ChatManager::message(message); |
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| 248 | } |
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| 249 | |
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| 250 | bool TowerDefense::playerLeft(PlayerInfo* player) |
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| 251 | { |
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| 252 | bool valid_player = Deathmatch::playerLeft(player); |
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| 253 | |
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| 254 | if (valid_player) |
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| 255 | { |
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| 256 | const std::string& message = player->getName() + " left the game"; |
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| 257 | ChatManager::message(message); |
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| 258 | } |
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| 259 | |
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| 260 | return valid_player; |
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| 261 | } |
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| 262 | |
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| 263 | |
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| 264 | void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer) |
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| 265 | { |
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| 266 | if (victim && victim->getPlayer()) |
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| 267 | { |
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| 268 | std::string message; |
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| 269 | if (killer) |
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| 270 | { |
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| 271 | if (killer->getPlayer()) |
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| 272 | message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); |
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| 273 | else |
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| 274 | message = victim->getPlayer()->getName() + " was killed"; |
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| 275 | } |
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| 276 | else |
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| 277 | message = victim->getPlayer()->getName() + " died"; |
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| 278 | |
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| 279 | ChatManager::message(message); |
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| 280 | } |
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| 281 | |
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| 282 | Deathmatch::pawnKilled(victim, killer); |
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| 283 | } |
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| 284 | |
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| 285 | void TowerDefense::playerScored(PlayerInfo* player) |
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| 286 | { |
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| 287 | Gametype::playerScored(player); |
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| 288 | |
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| 289 | }*/ |
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[9098] | 290 | } |
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