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 | * Florian Zinggeler |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file Invader.cc |
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31 | @brief Implementation of the Invader class. |
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32 | */ |
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33 | |
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34 | #include "Invader.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/EventIncludes.h" |
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38 | #include "core/command/Executor.h" |
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39 | #include "core/config/ConfigValueIncludes.h" |
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40 | |
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41 | #include "gamestates/GSLevel.h" |
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42 | #include "chat/ChatManager.h" |
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43 | |
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44 | // ! HACK |
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45 | #include "infos/PlayerInfo.h" |
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46 | |
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47 | #include "InvaderCenterPoint.h" |
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48 | #include "InvaderShip.h" |
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49 | #include "InvaderEnemy.h" |
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50 | #include "InvaderEnemyShooter.h" |
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51 | |
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52 | #include "core/command/ConsoleCommand.h" |
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53 | #include "worldentities/BigExplosion.h" |
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54 | |
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55 | namespace orxonox |
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56 | { |
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57 | RegisterUnloadableClass(Invader); |
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58 | |
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59 | Invader::Invader(Context* context) : Deathmatch(context) |
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60 | { |
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61 | RegisterObject(Invader); |
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62 | this->center_ = 0; |
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63 | init(); |
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64 | this->setHUDTemplate("InvaderHUD"); |
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65 | } |
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66 | |
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67 | void Invader::init() |
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68 | { |
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69 | bEndGame = false; |
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70 | lives = 3; |
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71 | level = 1; |
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72 | point = 0; |
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73 | bShowLevel = false; |
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74 | multiplier = 1; |
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75 | b_combo = false; |
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76 | // spawn enemy every 3.5 seconds |
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77 | enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this))); |
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78 | comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this))); |
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79 | } |
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80 | |
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81 | void Invader::levelUp() |
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82 | { |
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83 | level++; |
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84 | if (getPlayer() != NULL) |
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85 | { |
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86 | for (int i = 0; i < 7; i++) |
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87 | { |
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88 | WeakPtr<BigExplosion> chunk = new BigExplosion(this->center_->getContext()); |
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89 | chunk->setPosition(Vector3(600, 0, 100 * i - 300)); |
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90 | chunk->setVelocity(Vector3(1000, 0, 0)); //player->getVelocity() |
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91 | chunk->setScale(20); |
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92 | } |
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93 | } |
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94 | addPoints(multiplier * 42); |
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95 | multiplier *= 2; |
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96 | toggleShowLevel(); |
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97 | showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this))); |
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98 | } |
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99 | |
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100 | WeakPtr<InvaderShip> Invader::getPlayer() |
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101 | { |
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102 | if (player == NULL) |
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103 | { |
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104 | for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it) |
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105 | player = *it; |
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106 | } |
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107 | return player; |
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108 | } |
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109 | |
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110 | void Invader::spawnEnemy() |
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111 | { |
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112 | if (getPlayer() == NULL) |
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113 | return; |
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114 | srand(player->getPosition().x + player->getPosition().y); |
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115 | for (int i = 0; i < (3*log10(level) + 1); i++) |
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116 | { |
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117 | WeakPtr<InvaderEnemy> newPawn; |
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118 | if (rand() % 42/(1 + level*level) == 0) |
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119 | { |
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120 | newPawn = new InvaderEnemyShooter(this->center_->getContext()); |
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121 | newPawn->addTemplate("enemyinvadershooter"); |
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122 | } |
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123 | else |
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124 | { |
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125 | newPawn = new InvaderEnemy(this->center_->getContext()); |
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126 | newPawn->addTemplate("enemyinvader"); |
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127 | } |
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128 | newPawn->setPlayer(player); |
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129 | newPawn->level = level; |
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130 | // spawn enemy at random points in front of player. |
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131 | newPawn->setPosition(player->getPosition() + Vector3(500 + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); |
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132 | } |
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133 | } |
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134 | |
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135 | void Invader::costLife() |
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136 | { |
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137 | lives--; |
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138 | multiplier = 1; |
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139 | // end the game in 30 seconds. |
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140 | if (lives <= 0) |
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141 | enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this))); |
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142 | }; |
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143 | |
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144 | void Invader::comboControll() |
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145 | { |
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146 | if (b_combo) |
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147 | multiplier++; |
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148 | // if no combo was performed before, reset multiplier |
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149 | else |
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150 | multiplier = 1; |
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151 | b_combo = false; |
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152 | } |
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153 | |
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154 | void Invader::start() |
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155 | { |
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156 | init(); |
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157 | // Set variable to temporarily force the player to spawn. |
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158 | this->bForceSpawn_ = true; |
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159 | |
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160 | if (this->center_ == NULL) // abandon mission! |
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161 | { |
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162 | orxout(internal_error) << "Invader: No Centerpoint specified." << endl; |
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163 | GSLevel::startMainMenu(); |
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164 | return; |
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165 | } |
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166 | // Call start for the parent class. |
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167 | Deathmatch::start(); |
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168 | } |
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169 | void Invader::addPoints(int numPoints) |
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170 | { |
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171 | if (!bEndGame) |
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172 | { |
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173 | point += numPoints * multiplier; |
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174 | b_combo = true; |
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175 | } |
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176 | } |
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177 | |
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178 | void Invader::end() |
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179 | { |
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180 | // DON'T CALL THIS! |
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181 | // Deathmatch::end(); |
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182 | // It will misteriously crash the game! |
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183 | // Instead startMainMenu, this won't crash. |
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184 | GSLevel::startMainMenu(); |
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185 | } |
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186 | } |
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