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 | |
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89 | |
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90 | namespace orxonox |
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91 | { |
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92 | static const std::string __CC_addTower_name = "addTower"; |
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93 | static const std::string __CC_upgradeTower_name = "upgradeTower"; |
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94 | |
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95 | SetConsoleCommand("TowerDefense", __CC_addTower_name, &TowerDefense::addTower ).addShortcut().defaultValues(1); |
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96 | SetConsoleCommand("TowerDefense", __CC_upgradeTower_name, &TowerDefense::upgradeTower).addShortcut().defaultValues(0); |
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97 | |
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98 | RegisterUnloadableClass(TowerDefense); |
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99 | |
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100 | TowerDefense::TowerDefense(Context* context) : TeamDeathmatch(context) |
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101 | { |
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102 | RegisterObject(TowerDefense); |
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103 | /* |
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104 | for (int i=0; i < 16 ; i++){ |
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105 | for (int j = 0; j< 16 ; j++){ |
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106 | towermatrix[i][j] = NULL; |
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107 | } |
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108 | }*/ |
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109 | |
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110 | //Timer for the waves (10 seconds between the waves) |
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111 | selecter = NULL; |
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112 | this->player_ = NULL; |
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113 | this->setHUDTemplate("TowerDefenseHUD"); |
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114 | this->nextwaveTimer_.setTimer(10, false, createExecutor(createFunctor(&TowerDefense::nextwave, this))); |
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115 | this->nextwaveTimer_.stopTimer(); |
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116 | this->waves_ = 0; |
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117 | this->time = 0; |
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118 | this->credit_ = 0; |
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119 | this->lifes_ = 0; |
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120 | this->timeSetTower_ = 0; |
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121 | |
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122 | |
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123 | ModifyConsoleCommand(__CC_addTower_name).setObject(this); |
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124 | ModifyConsoleCommand(__CC_upgradeTower_name).setObject(this); |
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125 | } |
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126 | |
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127 | TowerDefense::~TowerDefense() |
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128 | { |
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129 | /* Part of a temporary hack to allow the player to add towers */ |
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130 | if (this->isInitialized()) |
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131 | { |
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132 | ModifyConsoleCommand(__CC_addTower_name).setObject(NULL); |
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133 | ModifyConsoleCommand(__CC_upgradeTower_name).setObject(NULL); |
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134 | } |
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135 | } |
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136 | |
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137 | void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) |
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138 | { |
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139 | orxout() << "Centerpoint now setting..." << endl; |
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140 | this->center_ = centerpoint; |
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141 | orxout() << "Centerpoint now set..." << endl; |
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142 | } |
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143 | |
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144 | void TowerDefense::start() |
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145 | { |
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146 | if (center_ != NULL) // There needs to be a TowerDefenseCenterpoint, i.e. the area the game takes place. |
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147 | { |
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148 | if (selecter == NULL) |
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149 | { |
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150 | selecter = new TowerDefenseSelecter(this->center_->getContext()); |
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151 | } |
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152 | selecter->addTemplate(center_->getSelecterTemplate()); |
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153 | center_->attach(selecter); |
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154 | } |
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155 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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156 | { |
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157 | orxout(internal_error) << "Jump: No Centerpoint specified." << endl; |
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158 | return; |
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159 | } |
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160 | |
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161 | TeamDeathmatch::start(); |
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162 | |
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163 | // 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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164 | for (int i=0; i < 16 ; i++) |
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165 | { |
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166 | for (int j = 0; j< 16 ; j++) |
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167 | { |
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168 | towerModelMatrix[i][j] = NULL; |
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169 | towerTurretMatrix[i][j] = NULL; |
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170 | } |
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171 | } |
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172 | |
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173 | |
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174 | |
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175 | if (player_ != NULL) |
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176 | { |
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177 | //this->player_->startControl(selecter); |
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178 | } |
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179 | else |
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180 | { |
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181 | orxout() << "player=NULL" << endl; |
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182 | } |
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183 | |
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184 | |
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185 | Model* dummyModel = new Model(this->center_->getContext()); |
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186 | |
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187 | //the path of the spacehips has to be blocked, so that no towers can be build there |
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188 | for (int k=0; k<3; k++) |
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189 | towerModelMatrix[1][k]=dummyModel; |
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190 | for (int l=1; l<11; l++) |
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191 | towerModelMatrix[l][3]=dummyModel; |
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192 | for (int m=3; m<12; m++) |
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193 | towerModelMatrix[10][m]=dummyModel; |
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194 | for (int n=10; n<14; n++) |
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195 | towerModelMatrix[n][11]=dummyModel; |
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196 | for (int o=13; o<16; o++) |
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197 | towerModelMatrix[13][o]=dummyModel; |
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198 | |
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199 | |
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200 | //set initial credits, lifes and WaveNumber |
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201 | this->setCredit(1000); |
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202 | this->setLifes(100); |
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203 | this->setWaveNumber(0); |
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204 | time=0.0; |
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205 | |
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206 | /* |
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207 | //adds initial towers |
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208 | for (int i=0; i <7; i++){ |
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209 | addTower(i+3,4); |
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210 | } |
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211 | */ |
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212 | } |
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213 | |
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214 | // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. |
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215 | void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ |
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216 | |
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217 | |
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218 | TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); |
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219 | |
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220 | switch(templatenr) |
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221 | { |
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222 | case 1 : |
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223 | en1->addTemplate("enemytowerdefense1"); |
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224 | en1->setScale(3); |
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225 | en1->setHealth(en1->getHealth() +50 + this->getWaveNumber()*4); |
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226 | break; |
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227 | |
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228 | case 2 : |
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229 | en1->addTemplate("enemytowerdefense2"); |
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230 | en1->setScale(2); |
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231 | en1->setHealth(en1->getHealth() -30 + this->getWaveNumber()*4); |
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232 | // en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2)) |
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233 | break; |
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234 | |
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235 | case 3 : |
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236 | en1->addTemplate("enemytowerdefense3"); |
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237 | en1->setScale(1); |
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238 | en1->setHealth(en1->getHealth() -10 + this->getWaveNumber()*4); |
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239 | break; |
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240 | } |
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241 | |
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242 | en1->setTeam(2); |
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243 | en1->getController(); |
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244 | en1->setPosition(path.at(0)->get3dcoordinate()); |
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245 | TowerDefenseEnemyvector.push_back(en1); |
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246 | |
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247 | for(unsigned int i = 0; i < path.size(); ++i) |
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248 | { |
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249 | en1->addWaypoint((path.at(i))); |
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250 | } |
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251 | } |
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252 | |
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253 | |
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254 | void TowerDefense::end() |
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255 | { |
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256 | |
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257 | TeamDeathmatch::end(); |
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258 | ChatManager::message("Match is over! Gameover!"); |
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259 | |
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260 | } |
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261 | |
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262 | void TowerDefense::spawnPlayer(PlayerInfo* player) |
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263 | { |
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264 | assert(player); |
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265 | this->player_ = player; |
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266 | |
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267 | if (selecter->getPlayer() == NULL) |
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268 | { |
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269 | this->player_ = player; |
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270 | player->startControl(selecter); |
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271 | players_[player].state_ = PlayerState::Alive; |
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272 | } |
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273 | } |
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274 | |
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275 | /** |
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276 | @brief |
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277 | Get the player. |
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278 | @return |
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279 | Returns a pointer to the player. If there is no player, NULL is returned. |
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280 | */ |
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281 | PlayerInfo* TowerDefense::getPlayer(void) const |
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282 | { |
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283 | return this->player_; |
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284 | } |
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285 | |
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286 | //not working yet |
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287 | void TowerDefense::upgradeTower(int x,int y) |
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288 | { |
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289 | TDCoordinate* coord = new TDCoordinate(x,y); |
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290 | x = coord->GetX(); |
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291 | y = coord->GetY(); |
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292 | |
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293 | const int upgradeCost = 20; |
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294 | |
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295 | if (!this->hasEnoughCreditForTower(upgradeCost)) |
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296 | { |
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297 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed."; |
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298 | return; |
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299 | } |
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300 | |
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301 | |
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302 | Model* dummyModel2 = new Model(this->center_->getContext()); |
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303 | |
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304 | if (towerModelMatrix [x][y] == NULL || (towerModelMatrix [x][y])->getMeshSource() == dummyModel2->getMeshSource()) |
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305 | { |
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306 | orxout() << "no tower on this position" << endl; |
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307 | return; |
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308 | } |
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309 | |
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310 | else |
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311 | { |
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312 | (towerTurretMatrix [x][y])->upgradeTower(); |
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313 | this->buyTower(upgradeCost); |
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314 | } |
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315 | } |
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316 | |
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317 | /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") |
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318 | so towers have ability if the turrets |
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319 | */ |
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320 | |
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321 | void TowerDefense::addTower(int x, int y) |
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322 | { |
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323 | TDCoordinate* coord = new TDCoordinate(x,y); |
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324 | x = coord->GetX(); |
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325 | y = coord->GetY(); |
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326 | |
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327 | const int towerCost = 20; |
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328 | |
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329 | if (!this->hasEnoughCreditForTower(towerCost)) |
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330 | { |
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331 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed."; |
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332 | return; |
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333 | } |
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334 | |
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335 | if (towerModelMatrix [x][y]!=NULL) |
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336 | { |
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337 | orxout() << "not possible to put tower here!!" << endl; |
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338 | return; |
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339 | } |
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340 | |
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341 | /* |
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342 | unsigned int width = this->center_->getWidth(); |
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343 | unsigned int height = this->center_->getHeight(); |
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344 | */ |
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345 | |
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346 | int tileScale = (int) this->center_->getTileScale(); |
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347 | |
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348 | /*if (x > 15 || y > 15 || x < 0 || y < 0) |
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349 | { |
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350 | //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) |
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351 | orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; |
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352 | return; |
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353 | }*/ |
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354 | |
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355 | //orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; |
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356 | orxout() << "Will add tower at (" << x << "," << y << ")" << endl; |
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357 | |
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358 | |
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359 | //Create Model |
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360 | Model* newTowerModel = new Model(this->center_->getContext()); |
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361 | newTowerModel->setMeshSource("Tower.mesh"); |
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362 | newTowerModel->setScale(45); |
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363 | newTowerModel->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 50); |
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364 | |
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365 | //Creates tower |
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366 | TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); |
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367 | towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 275); |
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368 | towernew->setGame(this); |
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369 | towernew->setTeam(1); |
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370 | |
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371 | //Reduce credit |
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372 | this->buyTower(towerCost); |
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373 | towerModelMatrix [x][y]= newTowerModel; |
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374 | towerTurretMatrix [x][y]= towernew; |
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375 | } |
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376 | |
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377 | bool TowerDefense::hasEnoughCreditForTower(int towerCost) |
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378 | { |
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379 | return ((this->getCredit()) >= towerCost); |
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380 | } |
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381 | |
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382 | |
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383 | bool TowerDefense::hasEnoughCreditForUpgrade() |
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384 | { |
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385 | return true; |
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386 | } |
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387 | |
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388 | |
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389 | void TowerDefense::tick(float dt) |
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390 | { |
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391 | SUPER(TowerDefense, tick, dt); |
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392 | time +=dt; |
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393 | timeSetTower_ +=dt; |
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394 | orxout() << dt << "time" << endl; |
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395 | |
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396 | //Check if tower has to be set (because TowerDefenseSelecter asks for it) |
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397 | if(timeSetTower_ >= 0.25) |
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398 | { |
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399 | timeSetTower_ =0; |
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400 | if(selecter != NULL && selecter->firePressed_) |
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401 | { |
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402 | |
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403 | int xcoord = selecter->selectedPos_->GetX(); |
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404 | int ycoord = selecter->selectedPos_->GetY(); |
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405 | Model* dummyModel2 = new Model(this->center_->getContext()); |
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406 | |
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407 | |
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408 | |
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409 | if(towerModelMatrix[xcoord][ycoord] == NULL) |
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410 | { |
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411 | addTower(xcoord,ycoord); |
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412 | } |
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413 | else |
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414 | { |
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415 | if(!((towerModelMatrix [xcoord][ycoord])->getMeshSource() == dummyModel2->getMeshSource())) |
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416 | { |
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417 | towerTurretMatrix[xcoord][ycoord]->upgradeTower(); |
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418 | } |
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419 | } |
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420 | selecter->firePressed_ = false; |
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421 | } |
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422 | } |
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423 | |
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424 | TDCoordinate* coord1 = new TDCoordinate(1,1); |
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425 | std::vector<TDCoordinate*> path; |
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426 | path.push_back(coord1); |
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427 | |
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428 | |
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429 | int enemytype = this->getWaveNumber() % 3 +1; |
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430 | |
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431 | float randomnumber1 = rand()*100*5; |
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432 | float randomnumber2 = rand()*100*1; |
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433 | float randomnumber3 = rand()*100*1.5; |
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434 | |
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435 | float totalnumber = randomnumber1 + randomnumber2 + randomnumber3; |
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436 | int maxspaceships = 30; |
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437 | int spaceships = (int)(maxspaceships* randomnumber1 / totalnumber); |
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438 | int eggs = (int)(maxspaceships*randomnumber2 / totalnumber); |
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439 | int ufos = (int)(maxspaceships*randomnumber3 / totalnumber); |
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440 | |
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441 | if(time>=TowerDefenseEnemyvector.size() && TowerDefenseEnemyvector.size() < maxspaceships) |
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442 | { |
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443 | //adds different types of enemys depending on the WaveNumber |
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444 | addTowerDefenseEnemy(path, enemytype); |
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445 | } |
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446 | |
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447 | |
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448 | Vector3* endpoint = new Vector3(500, 700, 150); |
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449 | //if ships are at the end they get destroyed |
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450 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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451 | { |
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452 | if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive()) |
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453 | { |
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454 | //destroys enemys at the end of the path and reduces the life by 1. no credits gifted |
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455 | |
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456 | Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition(); |
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457 | float distance = ship.distance(*endpoint); |
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458 | |
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459 | if(distance <50){ |
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460 | TowerDefenseEnemyvector.at(i)->destroy(); |
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461 | this->reduceLifes(1); |
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462 | this->buyTower(1); |
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463 | if (this->getLifes()==0) |
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464 | { |
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465 | this->end(); |
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466 | } |
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467 | } |
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468 | } |
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469 | } |
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470 | |
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471 | //goes thorugh vector to see if an enemy is still alive. if not next wave is launched |
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472 | int count= 0; |
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473 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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474 | { |
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475 | if(TowerDefenseEnemyvector.at(i)!= NULL) |
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476 | { |
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477 | ++count; |
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478 | } |
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479 | } |
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480 | |
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481 | if (count == 0 && !this->nextwaveTimer_.isActive()) |
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482 | this->nextwaveTimer_.startTimer(); |
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483 | |
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484 | /* time2 +=dt; |
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485 | if(count== 0) |
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486 | { |
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487 | if(time2 > 10) |
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488 | { |
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489 | TowerDefenseEnemyvector.clear(); |
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490 | this->nextwave(); |
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491 | time=0; |
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492 | time2=0; |
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493 | } |
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494 | } |
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495 | */ |
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496 | |
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497 | } |
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498 | |
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499 | // Function to test if we can add waypoints using code only. Doesn't work yet |
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500 | |
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501 | // 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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502 | /* |
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503 | void TowerDefense::addWaypointsAndFirstEnemy() |
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504 | { |
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505 | SpaceShip *newShip = new SpaceShip(this->center_); |
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506 | newShip->addTemplate("spaceshipassff"); |
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507 | |
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508 | WaypointController *newController = new WaypointController(newShip); |
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509 | newController->setAccuracy(3); |
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510 | |
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511 | Model *wayPoint1 = new Model(newController); |
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512 | wayPoint1->setMeshSource("crate.mesh"); |
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513 | wayPoint1->setPosition(7,-7,5); |
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514 | wayPoint1->setScale(0.2); |
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515 | |
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516 | Model *wayPoint2 = new Model(newController); |
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517 | wayPoint2->setMeshSource("crate.mesh"); |
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518 | wayPoint2->setPosition(7,7,5); |
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519 | wayPoint2->setScale(0.2); |
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520 | |
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521 | newController->addWaypoint(wayPoint1); |
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522 | newController->addWaypoint(wayPoint2); |
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523 | |
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524 | // The following line causes the game to crash |
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525 | |
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526 | newShip->setController(newController); |
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527 | // newController -> getPlayer() -> startControl(newShip); |
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528 | newShip->setPosition(-7,-7,5); |
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529 | newShip->setScale(0.1); |
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530 | //newShip->addSpeed(1); |
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531 | |
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532 | |
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533 | |
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534 | // this->center_->attach(newShip); |
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535 | } |
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536 | */ |
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537 | /* |
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538 | void TowerDefense::playerEntered(PlayerInfo* player) |
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539 | { |
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540 | TeamDeathmatch::playerEntered(player); |
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541 | |
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542 | const std::string& message = player->getName() + " entered the game"; |
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543 | ChatManager::message(message); |
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544 | } |
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545 | |
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546 | bool TowerDefense::playerLeft(PlayerInfo* player) |
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547 | { |
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548 | bool valid_player = TeamDeathmatch::playerLeft(player); |
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549 | |
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550 | if (valid_player) |
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551 | { |
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552 | const std::string& message = player->getName() + " left the game"; |
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553 | ChatManager::message(message); |
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554 | } |
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555 | |
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556 | return valid_player; |
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557 | } |
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558 | |
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559 | |
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560 | void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer) |
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561 | { |
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562 | if (victim && victim->getPlayer()) |
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563 | { |
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564 | std::string message; |
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565 | if (killer) |
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566 | { |
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567 | if (killer->getPlayer()) |
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568 | message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); |
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569 | else |
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570 | message = victim->getPlayer()->getName() + " was killed"; |
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571 | } |
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572 | else |
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573 | message = victim->getPlayer()->getName() + " died"; |
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574 | |
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575 | ChatManager::message(message); |
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576 | } |
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577 | |
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578 | TeamDeathmatch::pawnKilled(victim, killer); |
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579 | } |
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580 | |
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581 | void TowerDefense::playerScored(PlayerInfo* player, int score) |
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582 | { |
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583 | Gametype::playerScored(player, score); |
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584 | }*/ |
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585 | } |
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