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source: code/branches/towerdefenseHS14/src/modules/pong/Pong.cc @ 10179

Last change on this file since 10179 was 9939, checked in by jo, 11 years ago

presentationHS13 branch merged into trunk

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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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Pong.cc
31    @brief Implementation of the Pong class.
32*/
33
34#include "Pong.h"
35
36#include "core/CoreIncludes.h"
37#include "core/EventIncludes.h"
38#include "core/command/Executor.h"
39#include "core/config/ConfigValueIncludes.h"
40
41#include "gamestates/GSLevel.h"
42#include "chat/ChatManager.h"
43
44#include "PongCenterpoint.h"
45#include "PongBall.h"
46#include "PongBat.h"
47#include "PongBot.h"
48#include "PongAI.h"
49
50namespace orxonox
51{
52    // Events to allow to react to scoring of a player, in the level-file.
53    CreateEventName(PongCenterpoint, right);
54    CreateEventName(PongCenterpoint, left);
55
56    RegisterUnloadableClass(Pong);
57
58    /**
59    @brief
60        Constructor. Registers and initializes the object.
61    */
62    Pong::Pong(Context* context) : Deathmatch(context)
63    {
64        RegisterObject(Pong);
65
66        this->center_ = 0;
67        this->ball_ = 0;
68        this->bat_[0] = 0;
69        this->bat_[1] = 0;
70
71        this->setHUDTemplate("PongHUD");
72
73        // Pre-set the timer, but don't start it yet.
74        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this)));
75        this->starttimer_.stopTimer();
76
77        // Set the type of Bots for this particular Gametype.
78        this->botclass_ = Class(PongBot);
79
80        this->scoreLimit_ = 10;
81        this->setConfigValues();
82    }
83
84    /**
85    @brief
86        Destructor. Cleans up, if initialized.
87    */
88    Pong::~Pong()
89    {
90        if (this->isInitialized())
91            this->cleanup();
92    }
93
94    void Pong::setConfigValues()
95    {
96        SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins.");
97    }
98
99    /**
100    @brief
101        Cleans up the Gametype by destroying the ball and the bats.
102    */
103    void Pong::cleanup()
104    {
105        if (this->ball_ != NULL) // Destroy the ball, if present.
106        {
107            this->ball_->destroy();
108            this->ball_ = 0;
109        }
110
111        // Destroy both bats, if present.
112        for (size_t i = 0; i < 2; ++i)
113        {
114            if (this->bat_[0] != NULL)
115            {
116                this->bat_[0]->destroy();
117                this->bat_[0] = 0;
118            }
119        }
120
121    }
122
123    /**
124    @brief
125        Starts the Pong minigame.
126    */
127    void Pong::start()
128    {
129        if (this->center_ != NULL) // There needs to be a PongCenterpoint, i.e. the area the game takes place.
130        {
131            if (this->ball_ == NULL) // If there is no ball, create a new ball.
132            {
133                this->ball_ = new PongBall(this->center_->getContext());
134                // Apply the template for the ball specified by the centerpoint.
135                this->ball_->addTemplate(this->center_->getBalltemplate());
136            }
137
138            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
139            this->center_->attach(this->ball_);
140            this->ball_->setPosition(0, 0, 0);
141            this->ball_->setFieldDimension(this->center_->getFieldDimension());
142            this->ball_->setSpeed(0);
143            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
144            this->ball_->setBatLength(this->center_->getBatLength());
145
146            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
147            for (size_t i = 0; i < 2; ++i)
148            {
149                if (this->bat_[i] == NULL)
150                {
151                    this->bat_[i] = new PongBat(this->center_->getContext());
152                    this->bat_[i]->addTemplate(this->center_->getBattemplate());
153                }
154            }
155
156            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
157            this->center_->attach(this->bat_[0]);
158            this->center_->attach(this->bat_[1]);
159            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
160            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
161            this->bat_[0]->yaw(Degree(-90));
162            this->bat_[1]->yaw(Degree(90));
163            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
164            this->bat_[1]->setSpeed(this->center_->getBatSpeed());
165            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
166            this->bat_[1]->setFieldHeight(this->center_->getFieldDimension().y);
167            this->bat_[0]->setLength(this->center_->getBatLength());
168            this->bat_[1]->setLength(this->center_->getBatLength());
169
170            // Set the bats for the ball.
171            this->ball_->setBats(this->bat_);
172        }
173        else // If no centerpoint was specified, an error is thrown and the level is exited.
174        {
175            orxout(internal_error) << "Pong: No Centerpoint specified." << endl;
176            GSLevel::startMainMenu();
177            return;
178        }
179
180        // Start the timer. After it has expired the ball is started.
181        this->starttimer_.startTimer();
182
183        // Set variable to temporarily force the player to spawn.
184        bool temp = this->bForceSpawn_;
185        this->bForceSpawn_ = true;
186
187        // Call start for the parent class.
188        Deathmatch::start();
189
190        // Reset the variable.
191        this->bForceSpawn_ = temp;
192    }
193
194    /**
195    @brief
196        Ends the Pong minigame.
197    */
198    void Pong::end()
199    {
200        this->cleanup();
201
202        // Call end for the parent class.
203        Deathmatch::end();
204    }
205
206    /**
207    @brief
208        Spawns players, and fills the rest up with bots.
209    */
210    void Pong::spawnPlayersIfRequested()
211    {
212        // first spawn human players to assign always the left bat to the player in singleplayer
213        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
214            if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
215                this->spawnPlayer(it->first);
216        // now spawn bots
217        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
218            if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
219                this->spawnPlayer(it->first);
220    }
221
222    /**
223    @brief
224        Spawns the input player.
225    @param player
226        The player to be spawned.
227    */
228    void Pong::spawnPlayer(PlayerInfo* player)
229    {
230        assert(player);
231
232        // If the first (left) bat has no player.
233        if (this->bat_[0]->getPlayer() == NULL)
234        {
235            player->startControl(this->bat_[0]);
236            this->players_[player].state_ = PlayerState::Alive;
237        }
238        // If the second (right) bat has no player.
239        else if (this->bat_[1]->getPlayer() == NULL)
240        {
241            player->startControl(this->bat_[1]);
242            this->players_[player].state_ = PlayerState::Alive;
243        }
244        // If both bats are taken.
245        else
246            return;
247
248        // If the player is an AI, it receives a pointer to the ball.
249        if (player->getController() != NULL && player->getController()->isA(Class(PongAI)))
250        {
251            PongAI* ai = orxonox_cast<PongAI*>(player->getController());
252            ai->setPongBall(this->ball_);
253        }
254    }
255
256    /**
257    @brief
258        Is called when the player scored.
259    */
260    void Pong::playerScored(PlayerInfo* player, int score)
261    {
262        Deathmatch::playerScored(player, score);
263
264        if (this->center_ != NULL) // If there is a centerpoint.
265        {
266            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
267            if (player == this->getRightPlayer())
268                this->center_->fireEvent(FireEventName(PongCenterpoint, right));
269            else if (player == this->getLeftPlayer())
270                this->center_->fireEvent(FireEventName(PongCenterpoint, left));
271
272            // Also announce, that the player has scored.
273            if (player != NULL)
274                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
275        }
276
277        // If there is a ball present, reset its position, velocity and acceleration.
278        if (this->ball_ != NULL)
279        {
280            this->ball_->setPosition(Vector3::ZERO);
281            this->ball_->setVelocity(Vector3::ZERO);
282            this->ball_->setAcceleration(Vector3::ZERO);
283            this->ball_->setSpeed(0);
284        }
285
286        // If there are bats reset them to the middle position.
287        if (this->bat_[0] != NULL && this->bat_[1] != NULL)
288        {
289            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
290            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
291        }
292
293        // If a player gets enough points, he won the game -> end of game
294        PlayerInfo* winningPlayer = NULL;
295        if (this->getLeftPlayer() && this->getScore(this->getLeftPlayer()) >= scoreLimit_)
296            winningPlayer = this->getLeftPlayer();
297        else if (this->getRightPlayer() && this->getScore(this->getRightPlayer()) >= scoreLimit_)
298            winningPlayer = this->getRightPlayer();
299
300        if (winningPlayer)
301        {
302             ChatManager::message(winningPlayer->getName() + " has won!");
303             this->end();
304        }
305
306        // Restart the timer to start the ball.
307        this->starttimer_.startTimer();
308    }
309
310    /**
311    @brief
312        Starts the ball with some default speed.
313    */
314    void Pong::startBall()
315    {
316        if (this->ball_ != NULL && this->center_ != NULL)
317            this->ball_->setSpeed(this->center_->getBallSpeed());
318    }
319
320    /**
321    @brief
322        Get the left player.
323    @return
324        Returns a pointer to the player playing on the left. If there is no left player, NULL is returned.
325    */
326    PlayerInfo* Pong::getLeftPlayer() const
327    {
328        if (this->bat_ != NULL && this->bat_[0] != NULL)
329            return this->bat_[0]->getPlayer();
330        else
331            return 0;
332    }
333
334    /**
335    @brief
336        Get the right player.
337    @return
338        Returns a pointer to the player playing on the right. If there is no right player, NULL is returned.
339    */
340    PlayerInfo* Pong::getRightPlayer() const
341    {
342        if (this->bat_ != NULL && this->bat_[1] != NULL)
343            return this->bat_[1]->getPlayer();
344        else
345            return 0;
346    }
347}
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