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source: code/branches/soundEffects/src/modules/towerdefense/TowerDefense.cc @ 10317

Last change on this file since 10317 was 9347, checked in by landauf, 12 years ago

removed unused function
adjusted refactored code also in commented section of TowerDefense

  • Property svn:eol-style set to native
File size: 10.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *
24 *   Co-authors:
25 *      ...
26 *
27 *NACHRICHT:
28 *
29 * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch
30 * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus
31 *
32 *Z.B:
33 * start() //wird aufgerufen, bevor das Spiel losgeht
34 * end() //wenn man diese Funktion aufruft wird
35 * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn )
36 * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben.
37 *
38 *
39 *
40 *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen:
41 * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter
42 * tippt, werden die Vorschläge entsprechend gefiltert.
43 *
44 *
45 *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt,
46 * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde)
47 * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller)
48 * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles,
49 * was in seiner Reichweite liegt.
50 *
51 *
52 *HUD:
53 * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat.
54 * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen.
55 * Fuer den ersten Schritt reicht reiner Text.
56 *
57 * a)
58 * PongScore.cc uebernehmen und eigene Klasse draus machen.
59 * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an
60 * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc
61 * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits.
62 *
63 * b)
64 * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD
65 * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText
66 * Objekte immer erst nach dem PongScore anlegen.
67 *
68 * c)  Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden.
69 *
70 * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module.
71 *
72 *
73 *
74 */
75
76#include "TowerDefense.h"
77#include "Tower.h"
78#include "TowerDefenseCenterpoint.h"
79
80#include "worldentities/SpawnPoint.h"
81#include "worldentities/pawns/Pawn.h"
82#include "worldentities/pawns/SpaceShip.h"
83#include "controllers/WaypointController.h"
84
85#include "graphics/Model.h"
86#include "infos/PlayerInfo.h"
87
88#include "chat/ChatManager.h"
89
90/* Part of a temporary hack to allow the player to add towers */
91#include "core/command/ConsoleCommand.h"
92
93namespace orxonox
94{
95    CreateUnloadableFactory(TowerDefense);
96
97    TowerDefense::TowerDefense(BaseObject* creator) : Deathmatch(creator)
98    {
99        RegisterObject(TowerDefense);
100
101        this->setHUDTemplate("TowerDefenseHUD");
102
103        this->stats_ = new TowerDefensePlayerStats();
104
105        /* Temporary hack to allow the player to add towers */
106        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
107    }
108
109    TowerDefense::~TowerDefense()
110    {
111        /* Part of a temporary hack to allow the player to add towers */
112        if (this->isInitialized())
113        {
114            if( this->dedicatedAddTower_ )
115                delete this->dedicatedAddTower_;
116        }
117    }
118
119    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
120    {
121        orxout() << "Centerpoint now setting..." << endl;
122        this->center_ = centerpoint;
123        orxout() << "Centerpoint now set..." << endl;
124    }
125
126    void TowerDefense::start()
127    {
128        Deathmatch::start();
129
130        const int kInitialTowerCount = 3;
131        Coordinate initialTowerCoordinates[kInitialTowerCount] = {{3,2}, {8,5}, {12,10}};
132
133        for (int i = 0; i < kInitialTowerCount; i++)
134        {
135            Coordinate coordinate = initialTowerCoordinates[i];
136            addTower(coordinate.x, coordinate.y);
137        }
138
139        ChatManager::message("Use the console command addTower x y to add towers");
140
141        //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
142    }
143
144    void TowerDefense::end()
145    {
146        Deathmatch::end();
147
148        ChatManager::message("Match is over");
149    }
150
151    void TowerDefense::addTower(int x, int y)
152    {
153        const TowerCost towerCost = TDDefaultTowerCost;
154
155        if (!this->hasEnoughCreditForTower(towerCost))
156        {
157            orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
158            return;
159        }
160
161        if (this->towerExists(x,y))
162        {
163            orxout() << "tower exists!!" << endl;
164            return;
165        }
166
167        /*
168        unsigned int width = this->center_->getWidth();
169        unsigned int height = this->center_->getHeight();
170        */
171
172        int tileScale = (int) this->center_->getTileScale();
173
174        if (x > 15 || y > 15 || x < 0 || y < 0)
175        {
176            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
177            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
178            return;
179        }
180
181        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
182
183        // Add tower to coordinatesStack
184        Coordinate newTowerCoordinates = {x, y};
185        addedTowersCoordinates_.push_back(newTowerCoordinates);
186
187        // Reduce credit
188        this->stats_->buyTower(towerCost);
189
190        // Create tower
191        Tower* newTower = new Tower(this->center_);
192        newTower->addTemplate(this->center_->getTowerTemplate());
193
194        newTower->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
195        newTower->setGame(this);
196    }
197
198    bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
199    {
200        return ((this->stats_->getCredit()) >= towerCost);
201    }
202
203    bool TowerDefense::towerExists(int x, int y)
204    {
205        for(std::vector<Coordinate>::iterator it = addedTowersCoordinates_.begin(); it != addedTowersCoordinates_.end(); ++it)
206        {
207            Coordinate currentCoordinates = (Coordinate) (*it);
208            if (currentCoordinates.x == x && currentCoordinates.y == y)
209                return true;
210        }
211
212        return false;
213    }
214
215
216    void TowerDefense::tick(float dt)
217    {
218        SUPER(TowerDefense, tick, dt);
219    }
220
221    // Function to test if we can add waypoints using code only. Doesn't work yet
222
223    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
224    /*
225    void TowerDefense::addWaypointsAndFirstEnemy()
226    {
227        SpaceShip *newShip = new SpaceShip(this->center_);
228        newShip->addTemplate("spaceshipassff");
229
230        WaypointController *newController = new WaypointController(newShip);
231        newController->setAccuracy(3);
232
233        Model *wayPoint1 = new Model(newController);
234        wayPoint1->setMeshSource("crate.mesh");
235        wayPoint1->setPosition(7,-7,5);
236        wayPoint1->setScale(0.2);
237
238        Model *wayPoint2 = new Model(newController);
239        wayPoint2->setMeshSource("crate.mesh");
240        wayPoint2->setPosition(7,7,5);
241        wayPoint2->setScale(0.2);
242
243        newController->addWaypoint(wayPoint1);
244        newController->addWaypoint(wayPoint2);
245
246        // The following line causes the game to crash
247
248        newShip->setController(newController);
249//        newController -> getPlayer() -> startControl(newShip);
250        newShip->setPosition(-7,-7,5);
251        newShip->setScale(0.1);
252        //newShip->addSpeed(1);
253
254
255
256//      this->center_->attach(newShip);
257    }
258    */
259    /*
260    void TowerDefense::playerEntered(PlayerInfo* player)
261    {
262        Deathmatch::playerEntered(player);
263
264        const std::string& message = player->getName() + " entered the game";
265        ChatManager::message(message);
266    }
267
268    bool TowerDefense::playerLeft(PlayerInfo* player)
269    {
270        bool valid_player = Deathmatch::playerLeft(player);
271
272        if (valid_player)
273        {
274            const std::string& message = player->getName() + " left the game";
275            ChatManager::message(message);
276        }
277
278        return valid_player;
279    }
280
281
282    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
283    {
284        if (victim && victim->getPlayer())
285        {
286            std::string message;
287            if (killer)
288            {
289                if (killer->getPlayer())
290                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
291                else
292                    message = victim->getPlayer()->getName() + " was killed";
293            }
294            else
295                message = victim->getPlayer()->getName() + " died";
296
297            ChatManager::message(message);
298        }
299
300        Deathmatch::pawnKilled(victim, killer);
301    }
302
303    void TowerDefense::playerScored(PlayerInfo* player, int score)
304    {
305        Gametype::playerScored(player, score);
306    }*/
307}
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