1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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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 | *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen: |
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40 | * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter |
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41 | * tippt, werden die Vorschläge entsprechend gefiltert. |
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42 | * |
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43 | * |
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44 | *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt, |
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45 | * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde) |
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46 | * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller) |
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47 | * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles, |
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48 | * was in seiner Reichweite liegt. |
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49 | * |
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50 | * |
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51 | *HUD: |
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52 | * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat. |
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53 | * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen. |
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54 | * Fuer den ersten Schritt reicht reiner Text. |
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55 | * |
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56 | * a) |
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57 | * PongScore.cc uebernehmen und eigene Klasse draus machen. |
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58 | * 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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59 | * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc |
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60 | * 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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61 | * |
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62 | * b) |
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63 | * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD |
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64 | * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText |
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65 | * Objekte immer erst nach dem PongScore anlegen. |
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66 | * |
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67 | * c) Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden. |
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68 | * |
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69 | * 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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70 | * |
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71 | * |
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72 | * |
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73 | */ |
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74 | #include "TowerDefense.h" |
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75 | #include "TowerDefenseTower.h" |
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76 | #include "TowerDefenseCenterpoint.h" |
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77 | //#include "TDCoordinate.h" |
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78 | #include "worldentities/SpawnPoint.h" |
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79 | #include "worldentities/pawns/Pawn.h" |
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80 | #include "worldentities/pawns/SpaceShip.h" |
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81 | #include "controllers/WaypointController.h" |
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82 | #include "graphics/Model.h" |
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83 | #include "infos/PlayerInfo.h" |
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84 | #include "chat/ChatManager.h" |
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85 | #include "core/CoreIncludes.h" |
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86 | /* Part of a temporary hack to allow the player to add towers */ |
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87 | #include "core/command/ConsoleCommand.h" |
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88 | #include <cmath> |
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89 | |
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90 | |
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91 | namespace orxonox |
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92 | { |
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93 | static const std::string __CC_addTower_name = "addTower"; |
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94 | static const std::string __CC_upgradeTower_name = "upgradeTower"; |
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95 | static const int upgradeCost = 20; |
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96 | static const int towerCost = 20; |
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97 | unsigned int maxspaceships = 30; |
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98 | int maxspaceshipsstandard = 30; |
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99 | |
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100 | |
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101 | |
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102 | SetConsoleCommand("TowerDefense", __CC_addTower_name, &TowerDefense::addTower ).addShortcut().defaultValues(1); |
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103 | SetConsoleCommand("TowerDefense", __CC_upgradeTower_name, &TowerDefense::upgradeTower).addShortcut().defaultValues(0); |
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104 | |
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105 | RegisterUnloadableClass(TowerDefense); |
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106 | |
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107 | TowerDefense::TowerDefense(Context* context) : TeamDeathmatch(context) |
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108 | { |
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109 | RegisterObject(TowerDefense); |
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110 | /* |
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111 | for (int i=0; i < 16 ; i++){ |
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112 | for (int j = 0; j< 16 ; j++){ |
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113 | towermatrix[i][j] = NULL; |
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114 | } |
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115 | }*/ |
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116 | |
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117 | //Timer for the waves (10 seconds between the waves) |
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118 | selecter = NULL; |
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119 | this->player_ = NULL; |
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120 | this->setHUDTemplate("TowerDefenseHUD"); |
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121 | this->nextwaveTimer_.setTimer(10, false, createExecutor(createFunctor(&TowerDefense::nextwave, this))); |
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122 | this->nextwaveTimer_.stopTimer(); |
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123 | this->waves_ = 0; |
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124 | this->time = 0; |
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125 | this->credit_ = 0; |
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126 | this->lifes_ = 0; |
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127 | this->timeSetTower_ = 0; |
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128 | spaceships =15; |
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129 | eggs=3; |
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130 | ufos=7; |
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131 | randomships=5; |
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132 | |
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133 | |
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134 | ModifyConsoleCommand(__CC_addTower_name).setObject(this); |
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135 | ModifyConsoleCommand(__CC_upgradeTower_name).setObject(this); |
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136 | } |
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137 | |
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138 | TowerDefense::~TowerDefense() |
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139 | { |
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140 | /* Part of a temporary hack to allow the player to add towers */ |
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141 | if (this->isInitialized()) |
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142 | { |
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143 | ModifyConsoleCommand(__CC_addTower_name).setObject(NULL); |
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144 | ModifyConsoleCommand(__CC_upgradeTower_name).setObject(NULL); |
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145 | } |
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146 | } |
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147 | |
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148 | void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) |
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149 | { |
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150 | orxout() << "Centerpoint now setting..." << endl; |
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151 | this->center_ = centerpoint; |
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152 | orxout() << "Centerpoint now set..." << endl; |
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153 | } |
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154 | |
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155 | void TowerDefense::start() |
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156 | { |
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157 | if (center_ != NULL) // There needs to be a TowerDefenseCenterpoint, i.e. the area the game takes place. |
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158 | { |
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159 | if (selecter == NULL) |
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160 | { |
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161 | selecter = new TowerDefenseSelecter(this->center_->getContext()); |
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162 | } |
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163 | selecter->addTemplate(center_->getSelecterTemplate()); |
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164 | center_->attach(selecter); |
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165 | } |
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166 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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167 | { |
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168 | orxout(internal_error) << "Jump: No Centerpoint specified." << endl; |
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169 | return; |
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170 | } |
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171 | |
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172 | TeamDeathmatch::start(); |
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173 | |
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174 | // Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path |
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175 | for (int i=0; i < 16 ; i++) |
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176 | { |
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177 | for (int j = 0; j< 16 ; j++) |
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178 | { |
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179 | towerModelMatrix[i][j] = NULL; |
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180 | towerTurretMatrix[i][j] = NULL; |
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181 | } |
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182 | } |
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183 | |
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184 | |
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185 | |
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186 | if (player_ != NULL) |
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187 | { |
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188 | //this->player_->startControl(selecter); |
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189 | } |
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190 | else |
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191 | { |
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192 | orxout() << "player=NULL" << endl; |
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193 | } |
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194 | |
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195 | |
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196 | Model* dummyModel = new Model(this->center_->getContext()); |
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197 | |
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198 | //the path of the spacehips has to be blocked, so that no towers can be build there |
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199 | for (int k=0; k<3; k++) |
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200 | towerModelMatrix[1][k]=dummyModel; |
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201 | for (int l=1; l<11; l++) |
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202 | towerModelMatrix[l][3]=dummyModel; |
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203 | for (int m=3; m<12; m++) |
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204 | towerModelMatrix[10][m]=dummyModel; |
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205 | for (int n=10; n<14; n++) |
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206 | towerModelMatrix[n][11]=dummyModel; |
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207 | for (int o=13; o<16; o++) |
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208 | towerModelMatrix[13][o]=dummyModel; |
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209 | |
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210 | |
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211 | //set initial credits, lifes and WaveNumber |
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212 | this->setCredit(100); |
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213 | this->setLifes(100); |
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214 | this->setWaveNumber(0); |
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215 | time=0.0; |
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216 | |
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217 | /* |
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218 | //adds initial towers |
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219 | for (int i=0; i <7; i++){ |
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220 | addTower(i+3,4); |
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221 | } |
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222 | */ |
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223 | } |
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224 | |
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225 | // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. |
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226 | void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ |
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227 | |
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228 | |
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229 | TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); |
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230 | |
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231 | switch(templatenr) |
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232 | { |
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233 | case 1 : |
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234 | en1->addTemplate("enemytowerdefense1"); |
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235 | en1->setScale(3); |
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236 | en1->lookAt(Vector3(0,0,100000)); |
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237 | en1->setHealth(en1->getHealth() +50 + this->getWaveNumber()*4); |
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238 | break; |
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239 | |
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240 | case 2 : |
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241 | en1->addTemplate("enemytowerdefense2"); |
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242 | en1->setScale(2); |
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243 | en1->lookAt(Vector3(0,0,100000)); |
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244 | en1->roll(Degree(120)); |
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245 | en1->setHealth(en1->getHealth() -30 + this->getWaveNumber()*4); |
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246 | // en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2)) |
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247 | break; |
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248 | |
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249 | case 3 : |
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250 | en1->addTemplate("enemytowerdefense3"); |
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251 | en1->setScale(1); |
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252 | en1->lookAt(Vector3(0,0,100000)); |
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253 | en1->roll(Degree(120)); |
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254 | en1->setHealth(en1->getHealth() -10 + this->getWaveNumber()*4); |
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255 | break; |
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256 | } |
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257 | |
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258 | en1->setTeam(2); |
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259 | en1->getController(); |
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260 | en1->setPosition(path.at(0)->get3dcoordinate()); |
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261 | TowerDefenseEnemyvector.push_back(en1); |
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262 | |
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263 | for(unsigned int i = 0; i < path.size(); ++i) |
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264 | { |
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265 | en1->addWaypoint((path.at(i))); |
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266 | } |
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267 | } |
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268 | |
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269 | |
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270 | void TowerDefense::end() |
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271 | { |
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272 | |
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273 | TeamDeathmatch::end(); |
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274 | ChatManager::message("Match is over! Gameover!"); |
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275 | |
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276 | } |
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277 | |
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278 | void TowerDefense::spawnPlayer(PlayerInfo* player) |
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279 | { |
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280 | assert(player); |
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281 | this->player_ = player; |
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282 | |
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283 | if (selecter->getPlayer() == NULL) |
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284 | { |
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285 | this->player_ = player; |
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286 | player->startControl(selecter); |
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287 | players_[player].state_ = PlayerState::Alive; |
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288 | } |
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289 | } |
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290 | |
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291 | /** |
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292 | @brief |
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293 | Get the player. |
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294 | @return |
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295 | Returns a pointer to the player. If there is no player, NULL is returned. |
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296 | */ |
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297 | PlayerInfo* TowerDefense::getPlayer(void) const |
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298 | { |
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299 | return this->player_; |
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300 | } |
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301 | |
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302 | //not working yet |
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303 | void TowerDefense::upgradeTower(int x,int y) |
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304 | { |
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305 | TDCoordinate* coord = new TDCoordinate(x,y); |
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306 | x = coord->GetX(); |
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307 | y = coord->GetY(); |
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308 | |
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309 | |
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310 | if (!this->hasEnoughCreditForTower(upgradeCost)) |
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311 | { |
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312 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed."; |
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313 | return; |
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314 | } |
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315 | |
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316 | |
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317 | Model* dummyModel2 = new Model(this->center_->getContext()); |
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318 | |
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319 | if (towerModelMatrix [x][y] == NULL || (towerModelMatrix [x][y])->getMeshSource() == dummyModel2->getMeshSource()) |
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320 | { |
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321 | orxout() << "no tower on this position" << endl; |
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322 | return; |
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323 | } |
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324 | |
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325 | else |
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326 | { |
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327 | (towerTurretMatrix [x][y])->upgradeTower(); |
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328 | switch(towerTurretMatrix[x][y]->upgrade) |
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329 | { |
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330 | case 1 : |
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331 | towerModelMatrix[x][y]->setMeshSource("TD_T2.mesh"); |
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332 | break; |
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333 | |
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334 | case 2 : |
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335 | towerModelMatrix[x][y]->setMeshSource("TD_T3.mesh"); |
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336 | break; |
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337 | case 3 : |
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338 | towerModelMatrix[x][y]->setMeshSource("TD_T4.mesh"); |
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339 | break; |
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340 | case 4 : |
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341 | towerModelMatrix[x][y]->setMeshSource("TD_T5.mesh"); |
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342 | break; |
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343 | |
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344 | } |
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345 | |
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346 | this->buyTower(upgradeCost); |
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347 | } |
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348 | } |
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349 | |
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350 | /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") |
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351 | so towers have ability if the turrets |
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352 | */ |
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353 | |
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354 | void TowerDefense::addTower(int x, int y) |
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355 | { |
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356 | TDCoordinate* coord = new TDCoordinate(x,y); |
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357 | x = coord->GetX(); |
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358 | y = coord->GetY(); |
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359 | |
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360 | |
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361 | if (!this->hasEnoughCreditForTower(towerCost)) |
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362 | { |
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363 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed."; |
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364 | return; |
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365 | } |
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366 | |
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367 | if (towerModelMatrix [x][y]!=NULL) |
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368 | { |
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369 | orxout() << "not possible to put tower here!!" << endl; |
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370 | return; |
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371 | } |
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372 | |
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373 | /* |
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374 | unsigned int width = this->center_->getWidth(); |
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375 | unsigned int height = this->center_->getHeight(); |
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376 | */ |
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377 | |
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378 | int tileScale = (int) this->center_->getTileScale(); |
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379 | |
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380 | /*if (x > 15 || y > 15 || x < 0 || y < 0) |
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381 | { |
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382 | //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) |
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383 | orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; |
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384 | return; |
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385 | }*/ |
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386 | |
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387 | //orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; |
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388 | orxout() << "Will add tower at (" << x << "," << y << ")" << endl; |
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389 | |
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390 | |
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391 | //Create Model |
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392 | Model* newTowerModel = new Model(this->center_->getContext()); |
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393 | newTowerModel->setMeshSource("TD_T1.mesh"); |
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394 | newTowerModel->setScale(30); |
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395 | newTowerModel->pitch(Degree(90)); |
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396 | newTowerModel->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 80); |
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397 | |
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398 | //Creates tower |
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399 | TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); |
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400 | towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 275); |
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401 | towernew->setGame(this); |
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402 | towernew->setTeam(1); |
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403 | |
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404 | //Reduce credit |
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405 | this->buyTower(towerCost); |
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406 | towerModelMatrix [x][y]= newTowerModel; |
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407 | towerTurretMatrix [x][y]= towernew; |
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408 | } |
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409 | |
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410 | bool TowerDefense::hasEnoughCreditForTower(int towerCost) |
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411 | { |
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412 | return ((this->getCredit()) >= towerCost); |
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413 | } |
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414 | |
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415 | |
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416 | bool TowerDefense::hasEnoughCreditForUpgrade() |
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417 | { |
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418 | return true; |
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419 | } |
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420 | |
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421 | |
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422 | void TowerDefense::nextwave() |
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423 | { |
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424 | |
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425 | orxout() << "newwave" << endl; |
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426 | TowerDefenseEnemyvector.clear(); |
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427 | waves_++; |
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428 | //maxspaceships = round(maxspaceshipsstandard + 0.25*(waves_)); |
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429 | time=0; |
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430 | |
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431 | int helpnumber = 40 -(waves_); |
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432 | if(helpnumber <= 0) {helpnumber =1;} |
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433 | float numSpaceships = std::abs((rand() % 100)*5*(helpnumber)); |
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434 | float numEggs = std::abs((rand() % 100)*1*(waves_)); |
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435 | float numUfos = std::abs((rand() % 100)*1.5*(0.5*(waves_))) ; |
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436 | |
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437 | float totalnumber = (numSpaceships + numEggs + numUfos)*1.3; |
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438 | |
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439 | int newspaceships = (int)(maxspaceships* numSpaceships / totalnumber); |
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440 | int neweggs = (int)(maxspaceships*numEggs / totalnumber); |
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441 | int newufos = (int)(maxspaceships*numUfos / totalnumber); |
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442 | int newrandomships = maxspaceships -newspaceships - neweggs - newufos; |
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443 | spaceships =newspaceships; |
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444 | eggs=neweggs; |
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445 | ufos=newufos; |
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446 | randomships=newrandomships; |
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447 | |
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448 | orxout() << spaceships << endl; |
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449 | orxout() << eggs << endl; |
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450 | orxout() << ufos << endl; |
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451 | orxout() << randomships << endl; |
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452 | |
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453 | |
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454 | |
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455 | |
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456 | |
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457 | } |
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458 | |
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459 | void TowerDefense::tick(float dt) |
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460 | { |
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461 | SUPER(TowerDefense, tick, dt); |
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462 | time +=dt; |
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463 | timeSetTower_ +=dt; |
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464 | |
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465 | //Check if tower has to be set (because TowerDefenseSelecter asks for it) |
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466 | if(timeSetTower_ >= 0.25) |
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467 | { |
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468 | timeSetTower_ =0; |
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469 | if(selecter != NULL && selecter->firePressed_) |
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470 | { |
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471 | |
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472 | int x = selecter->selectedPos_->GetX(); |
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473 | int y = selecter->selectedPos_->GetY(); |
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474 | Model* dummyModel2 = new Model(this->center_->getContext()); |
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475 | |
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476 | |
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477 | |
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478 | if(towerModelMatrix[x][y] == NULL) |
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479 | { |
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480 | addTower(x,y); |
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481 | } |
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482 | else |
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483 | { |
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484 | if(!((towerModelMatrix [x][y])->getMeshSource() == dummyModel2->getMeshSource())) |
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485 | { |
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486 | towerTurretMatrix[x][y]->upgradeTower(); |
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487 | if(towerTurretMatrix[x][y]->upgrade < towerTurretMatrix[x][y]->upgradeMax) |
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488 | { |
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489 | int specificupgradecost = (int)(upgradeCost*(std::pow(1.5,towerTurretMatrix[x][y]->upgrade))); |
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490 | if(this->credit_ >= specificupgradecost) |
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491 | { |
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492 | this->buyTower(specificupgradecost); |
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493 | switch(towerTurretMatrix[x][y]->upgrade) |
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494 | { |
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495 | case 1 : |
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496 | towerModelMatrix[x][y]->setMeshSource("TD_T2.mesh"); |
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497 | break; |
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498 | |
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499 | case 2 : |
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500 | towerModelMatrix[x][y]->setMeshSource("TD_T3.mesh"); |
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501 | break; |
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502 | case 3 : |
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503 | towerModelMatrix[x][y]->setMeshSource("TD_T4.mesh"); |
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504 | break; |
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505 | case 4 : |
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506 | towerModelMatrix[x][y]->setMeshSource("TD_T5.mesh"); |
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507 | break; |
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508 | |
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509 | } |
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510 | } |
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511 | |
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512 | |
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513 | } |
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514 | } |
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515 | } |
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516 | selecter->firePressed_ = false; |
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517 | } |
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518 | } |
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519 | |
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520 | TDCoordinate* coord1 = new TDCoordinate(1,1); |
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521 | std::vector<TDCoordinate*> path; |
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522 | path.push_back(coord1); |
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523 | |
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524 | |
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525 | |
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526 | |
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527 | |
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528 | if(time>=TowerDefenseEnemyvector.size() && TowerDefenseEnemyvector.size() < maxspaceships) |
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529 | { |
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530 | |
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531 | //adds different types of enemys depending on the WaveNumber progressively making the combination of enemys more difficult |
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532 | if(spaceships>0) |
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533 | { |
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534 | addTowerDefenseEnemy(path, 1); |
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535 | spaceships--; |
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536 | |
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537 | }else if(ufos>0) |
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538 | { |
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539 | addTowerDefenseEnemy(path, 3); |
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540 | ufos--; |
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541 | }else if(eggs>0) |
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542 | { |
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543 | addTowerDefenseEnemy(path, 2); |
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544 | eggs--; |
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545 | }else if(randomships>0) |
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546 | { |
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547 | addTowerDefenseEnemy(path, rand() % 3 +1); |
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548 | randomships--; |
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549 | |
---|
550 | } |
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551 | |
---|
552 | } |
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553 | |
---|
554 | |
---|
555 | Vector3* endpoint = new Vector3(500, 700, 150); |
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556 | //if ships are at the end they get destroyed |
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557 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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558 | { |
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559 | if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive()) |
---|
560 | { |
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561 | //destroys enemys at the end of the path and reduces the life by 1. no credits gifted |
---|
562 | |
---|
563 | Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition(); |
---|
564 | float distance = ship.distance(*endpoint); |
---|
565 | |
---|
566 | if(distance <50){ |
---|
567 | TowerDefenseEnemyvector.at(i)->destroy(); |
---|
568 | this->reduceLifes(1); |
---|
569 | this->buyTower(1); |
---|
570 | if (this->getLifes()==0) |
---|
571 | { |
---|
572 | this->end(); |
---|
573 | } |
---|
574 | } |
---|
575 | } |
---|
576 | } |
---|
577 | |
---|
578 | //goes thorugh vector to see if an enemy is still alive. if not next wave is launched |
---|
579 | int count= 0; |
---|
580 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
---|
581 | { |
---|
582 | if(TowerDefenseEnemyvector.at(i)!= NULL) |
---|
583 | { |
---|
584 | ++count; |
---|
585 | } |
---|
586 | } |
---|
587 | |
---|
588 | if (count == 0 && !this->nextwaveTimer_.isActive()) |
---|
589 | this->nextwaveTimer_.startTimer(); |
---|
590 | |
---|
591 | /* time2 +=dt; |
---|
592 | if(count== 0) |
---|
593 | { |
---|
594 | if(time2 > 10) |
---|
595 | { |
---|
596 | TowerDefenseEnemyvector.clear(); |
---|
597 | this->nextwave(); |
---|
598 | time=0; |
---|
599 | time2=0; |
---|
600 | } |
---|
601 | } |
---|
602 | */ |
---|
603 | |
---|
604 | } |
---|
605 | |
---|
606 | |
---|
607 | // Function to test if we can add waypoints using code only. Doesn't work yet |
---|
608 | |
---|
609 | // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL??? |
---|
610 | /* |
---|
611 | void TowerDefense::addWaypointsAndFirstEnemy() |
---|
612 | { |
---|
613 | SpaceShip *newShip = new SpaceShip(this->center_); |
---|
614 | newShip->addTemplate("spaceshipassff"); |
---|
615 | |
---|
616 | WaypointController *newController = new WaypointController(newShip); |
---|
617 | newController->setAccuracy(3); |
---|
618 | |
---|
619 | Model *wayPoint1 = new Model(newController); |
---|
620 | wayPoint1->setMeshSource("crate.mesh"); |
---|
621 | wayPoint1->setPosition(7,-7,5); |
---|
622 | wayPoint1->setScale(0.2); |
---|
623 | |
---|
624 | Model *wayPoint2 = new Model(newController); |
---|
625 | wayPoint2->setMeshSource("crate.mesh"); |
---|
626 | wayPoint2->setPosition(7,7,5); |
---|
627 | wayPoint2->setScale(0.2); |
---|
628 | |
---|
629 | newController->addWaypoint(wayPoint1); |
---|
630 | newController->addWaypoint(wayPoint2); |
---|
631 | |
---|
632 | // The following line causes the game to crash |
---|
633 | |
---|
634 | newShip->setController(newController); |
---|
635 | // newController -> getPlayer() -> startControl(newShip); |
---|
636 | newShip->setPosition(-7,-7,5); |
---|
637 | newShip->setScale(0.1); |
---|
638 | //newShip->addSpeed(1); |
---|
639 | |
---|
640 | |
---|
641 | |
---|
642 | // this->center_->attach(newShip); |
---|
643 | } |
---|
644 | */ |
---|
645 | /* |
---|
646 | void TowerDefense::playerEntered(PlayerInfo* player) |
---|
647 | { |
---|
648 | TeamDeathmatch::playerEntered(player); |
---|
649 | |
---|
650 | const std::string& message = player->getName() + " entered the game"; |
---|
651 | ChatManager::message(message); |
---|
652 | } |
---|
653 | |
---|
654 | bool TowerDefense::playerLeft(PlayerInfo* player) |
---|
655 | { |
---|
656 | bool valid_player = TeamDeathmatch::playerLeft(player); |
---|
657 | |
---|
658 | if (valid_player) |
---|
659 | { |
---|
660 | const std::string& message = player->getName() + " left the game"; |
---|
661 | ChatManager::message(message); |
---|
662 | } |
---|
663 | |
---|
664 | return valid_player; |
---|
665 | } |
---|
666 | |
---|
667 | |
---|
668 | void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer) |
---|
669 | { |
---|
670 | if (victim && victim->getPlayer()) |
---|
671 | { |
---|
672 | std::string message; |
---|
673 | if (killer) |
---|
674 | { |
---|
675 | if (killer->getPlayer()) |
---|
676 | message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); |
---|
677 | else |
---|
678 | message = victim->getPlayer()->getName() + " was killed"; |
---|
679 | } |
---|
680 | else |
---|
681 | message = victim->getPlayer()->getName() + " died"; |
---|
682 | |
---|
683 | ChatManager::message(message); |
---|
684 | } |
---|
685 | |
---|
686 | TeamDeathmatch::pawnKilled(victim, killer); |
---|
687 | } |
---|
688 | |
---|
689 | void TowerDefense::playerScored(PlayerInfo* player, int score) |
---|
690 | { |
---|
691 | Gametype::playerScored(player, score); |
---|
692 | }*/ |
---|
693 | } |
---|