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 | * |
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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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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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74 | */ |
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75 | #include "TowerDefense.h" |
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76 | #include "TowerDefenseTower.h" |
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77 | #include "TowerDefenseCenterpoint.h" |
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78 | //#include "TDCoordinate.h" |
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79 | #include "TowerTurret.h" |
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80 | #include "worldentities/SpawnPoint.h" |
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81 | #include "worldentities/pawns/Pawn.h" |
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82 | #include "worldentities/pawns/SpaceShip.h" |
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83 | #include "controllers/WaypointController.h" |
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84 | #include "graphics/Model.h" |
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85 | #include "infos/PlayerInfo.h" |
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86 | #include "chat/ChatManager.h" |
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87 | #include "core/CoreIncludes.h" |
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88 | /* Part of a temporary hack to allow the player to add towers */ |
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89 | #include "core/command/ConsoleCommand.h" |
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90 | |
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91 | namespace orxonox |
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92 | { |
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93 | RegisterUnloadableClass(TowerDefense); |
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94 | |
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95 | TowerDefense::TowerDefense(Context* context) : Deathmatch(context) |
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96 | { |
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97 | RegisterObject(TowerDefense); |
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98 | /* |
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99 | for (int i=0; i < 16 ; i++){ |
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100 | for (int j = 0; j< 16 ; j++){ |
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101 | towermatrix[i][j] = NULL; |
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102 | } |
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103 | }*/ |
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104 | |
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105 | this->setHUDTemplate("TowerDefenseHUD"); |
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106 | |
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107 | //this->stats_ = new TowerDefensePlayerStats(); |
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108 | |
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109 | /* Temporary hack to allow the player to add towers and upgrade them */ |
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110 | this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) ); |
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111 | this->dedicatedUpgradeTower_ = createConsoleCommand( "upgradeTower", createExecutor( createFunctor(&TowerDefense::upgradeTower, this) ) ); |
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112 | } |
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113 | |
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114 | TowerDefense::~TowerDefense() |
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115 | { |
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116 | /* Part of a temporary hack to allow the player to add towers */ |
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117 | if (this->isInitialized()) |
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118 | { |
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119 | if( this->dedicatedAddTower_ ) |
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120 | delete this->dedicatedAddTower_; |
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121 | } |
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122 | } |
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123 | |
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124 | void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) |
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125 | { |
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126 | orxout() << "Centerpoint now setting..." << endl; |
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127 | this->center_ = centerpoint; |
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128 | orxout() << "Centerpoint now set..." << endl; |
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129 | } |
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130 | |
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131 | void TowerDefense::start() |
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132 | { |
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133 | |
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134 | Deathmatch::start(); |
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135 | |
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136 | // 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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137 | for (int i=0; i < 16 ; i++){ |
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138 | for (int j = 0; j< 16 ; j++){ |
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139 | towermatrix[i][j] = false; |
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140 | } |
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141 | } |
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142 | |
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143 | for (int k=0; k<3; k++) |
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144 | towermatrix[1][k]=true; |
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145 | for (int l=1; l<11; l++) |
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146 | towermatrix[l][3]=true; |
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147 | for (int m=3; m<12; m++) |
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148 | towermatrix[10][m]=true; |
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149 | for (int n=10; n<14; n++) |
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150 | towermatrix[n][11]=true; |
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151 | for (int o=13; o<16; o++) |
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152 | towermatrix[13][o]=true; |
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153 | |
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154 | //set initial credits, lifes and WaveNumber |
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155 | this->setCredit(200); |
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156 | this->setLifes(50); |
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157 | this->setWaveNumber(0); |
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158 | time=0.0; |
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159 | |
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160 | //adds initial towers |
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161 | for (int i=0; i <7; i++){ |
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162 | addTower(i+3,4); |
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163 | }/* |
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164 | for (int j=0; j < 7; j++){ |
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165 | addTower(9,j+5); |
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166 | }*/ |
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167 | } |
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168 | // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. |
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169 | void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ |
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170 | |
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171 | |
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172 | TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); |
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173 | |
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174 | switch(templatenr) |
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175 | { |
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176 | case 1 : |
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177 | en1->addTemplate("enemytowerdefense1"); |
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178 | en1->setScale(3); |
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179 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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180 | |
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181 | break; |
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182 | case 2 : |
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183 | en1->addTemplate("enemytowerdefense2"); |
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184 | en1->setScale(2); |
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185 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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186 | // en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2)) |
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187 | |
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188 | break; |
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189 | case 3 : |
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190 | en1->addTemplate("enemytowerdefense3"); |
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191 | en1->setScale(1); |
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192 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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193 | break; |
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194 | } |
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195 | |
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196 | en1->getController(); |
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197 | en1->setPosition(path.at(0)->get3dcoordinate()); |
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198 | TowerDefenseEnemyvector.push_back(en1); |
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199 | |
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200 | for(unsigned int i = 0; i < path.size(); ++i) |
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201 | { |
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202 | en1->addWaypoint((path.at(i))); |
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203 | } |
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204 | } |
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205 | |
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206 | |
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207 | void TowerDefense::end() |
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208 | |
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209 | { |
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210 | |
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211 | Deathmatch::end(); |
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212 | ChatManager::message("Match is over! Gameover!"); |
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213 | |
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214 | } |
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215 | |
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216 | //not working yet |
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217 | void TowerDefense::upgradeTower(int x,int y) |
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218 | {/* |
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219 | const int upgradeCost = 20; |
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220 | |
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221 | if (!this->hasEnoughCreditForTower(upgradeCost)) |
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222 | { |
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223 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed."; |
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224 | return; |
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225 | } |
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226 | |
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227 | if (towermatrix [x][y] == NULL) |
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228 | { |
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229 | orxout() << "no tower on this position" << endl; |
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230 | return; |
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231 | } |
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232 | |
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233 | else |
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234 | { |
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235 | (towermatrix [x][y])->upgradeTower(); |
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236 | }*/ |
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237 | } |
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238 | |
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239 | /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") |
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240 | so towers have ability if the turrets |
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241 | |
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242 | */ |
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243 | void TowerDefense::addTower(int x, int y) |
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244 | { |
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245 | const int towerCost = 20; |
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246 | |
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247 | if (!this->hasEnoughCreditForTower(towerCost)) |
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248 | { |
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249 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed."; |
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250 | return; |
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251 | } |
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252 | |
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253 | if (towermatrix [x][y]==true) |
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254 | { |
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255 | orxout() << "not possible to put tower here!!" << endl; |
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256 | return; |
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257 | } |
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258 | |
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259 | /* |
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260 | unsigned int width = this->center_->getWidth(); |
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261 | unsigned int height = this->center_->getHeight(); |
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262 | */ |
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263 | |
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264 | int tileScale = (int) this->center_->getTileScale(); |
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265 | |
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266 | if (x > 15 || y > 15 || x < 0 || y < 0) |
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267 | { |
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268 | //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) |
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269 | orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; |
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270 | return; |
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271 | } |
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272 | |
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273 | orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; |
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274 | |
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275 | //Reduce credit |
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276 | this->buyTower(towerCost); |
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277 | towermatrix [x][y]=true; |
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278 | |
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279 | //Creates tower |
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280 | TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); |
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281 | towernew->addTemplate("towerturret"); |
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282 | towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75); |
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283 | towernew->setGame(this); |
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284 | } |
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285 | |
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286 | bool TowerDefense::hasEnoughCreditForTower(int towerCost) |
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287 | { |
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288 | return ((this->getCredit()) >= towerCost); |
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289 | } |
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290 | |
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291 | |
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292 | bool TowerDefense::hasEnoughCreditForUpgrade() |
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293 | { |
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294 | return true; |
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295 | } |
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296 | |
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297 | |
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298 | void TowerDefense::tick(float dt) |
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299 | { |
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300 | SUPER(TowerDefense, tick, dt); |
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301 | time +=dt; |
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302 | |
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303 | TDCoordinate* coord1 = new TDCoordinate(1,1); |
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304 | std::vector<TDCoordinate*> path; |
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305 | path.push_back(coord1); |
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306 | if(time>1 && TowerDefenseEnemyvector.size() < 30) |
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307 | { |
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308 | //adds different types of enemys depending on the WaveNumber |
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309 | addTowerDefenseEnemy(path, this->getWaveNumber() % 3 +1 ); |
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310 | time = time-1; |
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311 | } |
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312 | |
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313 | Vector3* endpoint = new Vector3(500, 700, 150); |
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314 | //if ships are at the end they get destroyed |
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315 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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316 | { |
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317 | if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive()) |
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318 | { |
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319 | //destroys enemys at the end of teh path and reduces the life by 1. no credits gifted |
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320 | |
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321 | Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition(); |
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322 | float distance = ship.distance(*endpoint); |
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323 | |
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324 | if(distance <50){ |
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325 | TowerDefenseEnemyvector.at(i)->destroy(); |
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326 | this->reduceLifes(1); |
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327 | this->buyTower(1); |
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328 | if (this->getLifes()==0) |
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329 | { |
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330 | this->end(); |
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331 | } |
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332 | } |
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333 | } |
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334 | } |
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335 | //goes thorugh vector to see if an enemy is still alive. if not next wave is launched |
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336 | int count= 0; |
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337 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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338 | { |
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339 | if(TowerDefenseEnemyvector.at(i)!= NULL) |
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340 | { |
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341 | ++count; |
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342 | } |
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343 | } |
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344 | |
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345 | if(count== 0) |
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346 | { |
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347 | time2 +=dt; |
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348 | if(time2 > 10) |
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349 | { |
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350 | TowerDefenseEnemyvector.clear(); |
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351 | this->nextwave(); |
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352 | time=0; |
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353 | time2=0; |
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354 | } |
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355 | } |
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356 | |
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357 | |
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358 | } |
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359 | |
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360 | // Function to test if we can add waypoints using code only. Doesn't work yet |
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361 | |
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362 | // 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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363 | /* |
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364 | void TowerDefense::addWaypointsAndFirstEnemy() |
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365 | { |
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366 | SpaceShip *newShip = new SpaceShip(this->center_); |
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367 | newShip->addTemplate("spaceshipassff"); |
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368 | |
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369 | WaypointController *newController = new WaypointController(newShip); |
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370 | newController->setAccuracy(3); |
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371 | |
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372 | Model *wayPoint1 = new Model(newController); |
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373 | wayPoint1->setMeshSource("crate.mesh"); |
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374 | wayPoint1->setPosition(7,-7,5); |
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375 | wayPoint1->setScale(0.2); |
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376 | |
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377 | Model *wayPoint2 = new Model(newController); |
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378 | wayPoint2->setMeshSource("crate.mesh"); |
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379 | wayPoint2->setPosition(7,7,5); |
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380 | wayPoint2->setScale(0.2); |
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381 | |
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382 | newController->addWaypoint(wayPoint1); |
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383 | newController->addWaypoint(wayPoint2); |
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384 | |
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385 | // The following line causes the game to crash |
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386 | |
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387 | newShip->setController(newController); |
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388 | // newController -> getPlayer() -> startControl(newShip); |
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389 | newShip->setPosition(-7,-7,5); |
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390 | newShip->setScale(0.1); |
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391 | //newShip->addSpeed(1); |
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392 | |
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393 | |
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394 | |
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395 | // this->center_->attach(newShip); |
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396 | } |
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397 | */ |
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398 | /* |
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399 | void TowerDefense::playerEntered(PlayerInfo* player) |
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400 | { |
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401 | Deathmatch::playerEntered(player); |
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402 | |
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403 | const std::string& message = player->getName() + " entered the game"; |
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404 | ChatManager::message(message); |
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405 | } |
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406 | |
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407 | bool TowerDefense::playerLeft(PlayerInfo* player) |
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408 | { |
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409 | bool valid_player = Deathmatch::playerLeft(player); |
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410 | |
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411 | if (valid_player) |
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412 | { |
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413 | const std::string& message = player->getName() + " left the game"; |
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414 | ChatManager::message(message); |
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415 | } |
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416 | |
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417 | return valid_player; |
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418 | } |
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419 | |
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420 | |
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421 | void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer) |
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422 | { |
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423 | if (victim && victim->getPlayer()) |
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424 | { |
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425 | std::string message; |
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426 | if (killer) |
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427 | { |
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428 | if (killer->getPlayer()) |
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429 | message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); |
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430 | else |
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431 | message = victim->getPlayer()->getName() + " was killed"; |
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432 | } |
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433 | else |
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434 | message = victim->getPlayer()->getName() + " died"; |
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435 | |
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436 | ChatManager::message(message); |
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437 | } |
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438 | |
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439 | Deathmatch::pawnKilled(victim, killer); |
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440 | } |
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441 | |
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442 | void TowerDefense::playerScored(PlayerInfo* player, int score) |
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443 | { |
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444 | Gametype::playerScored(player, score); |
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445 | }*/ |
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446 | } |
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