Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/towerdefenseHS14/src/modules/towerdefense/TowerDefense.cc @ 10108

Last change on this file since 10108 was 10105, checked in by erbj, 11 years ago

Added TDCoordinate and more updates

  • Property svn:eol-style set to native
File size: 10.3 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 "TowerTurret.h"
79#include "TowerDefenseCenterpoint.h"
80//#include "TDCoordinate.h"
81#include "worldentities/SpawnPoint.h"
82#include "worldentities/pawns/Pawn.h"
83#include "worldentities/pawns/SpaceShip.h"
84#include "controllers/WaypointController.h"
85
86#include "graphics/Model.h"
87#include "infos/PlayerInfo.h"
88
89#include "chat/ChatManager.h"
90#include "core/CoreIncludes.h"
91
92/* Part of a temporary hack to allow the player to add towers */
93#include "core/command/ConsoleCommand.h"
94
95namespace orxonox
96{
97    RegisterUnloadableClass(TowerDefense);
98
99    TowerDefense::TowerDefense(Context* context) : Deathmatch(context)
100    {
101        RegisterObject(TowerDefense);
102
103        this->setHUDTemplate("TowerDefenseHUD");
104
105        this->stats_ = new TowerDefensePlayerStats();
106
107        /* Temporary hack to allow the player to add towers */
108        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
109    }
110
111    TowerDefense::~TowerDefense()
112    {
113        /* Part of a temporary hack to allow the player to add towers */
114        if (this->isInitialized())
115        {
116            if( this->dedicatedAddTower_ )
117                delete this->dedicatedAddTower_;
118        }
119    }
120
121    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
122    {
123        orxout() << "Centerpoint now setting..." << endl;
124        this->center_ = centerpoint;
125        orxout() << "Centerpoint now set..." << endl;
126    }
127
128    void TowerDefense::start()
129    {
130        Deathmatch::start();
131
132        const int kInitialTowerCount = 3;
133
134        for (int i = 0; i < kInitialTowerCount; i++)
135        {
136                //{{3,2}, {8,5}, {12,10}}; old coordinates
137            TDCoordinate* coordinate = new TDCoordinate(i,(i*2));
138            addTower(coordinate->x, coordinate->y);
139        }
140
141        ChatManager::message("Use the console command addTower x y to add towers");
142
143        //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
144    }
145
146    void TowerDefense::addEnemy(){}
147
148
149    void TowerDefense::end()
150    {
151        Deathmatch::end();
152
153        ChatManager::message("Match is over");
154    }
155
156
157
158    void TowerDefense::addTower(int x, int y)
159    {
160        const TowerCost towerCost = TDDefaultTowerCost;
161
162        if (!this->hasEnoughCreditForTower(towerCost))
163        {
164            orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
165            return;
166        }
167
168        if (this->towerExists(x,y))
169        {
170            orxout() << "tower exists!!" << endl;
171            return;
172        }
173
174        /*
175        unsigned int width = this->center_->getWidth();
176        unsigned int height = this->center_->getHeight();
177        */
178
179        int tileScale = (int) this->center_->getTileScale();
180
181        if (x > 15 || y > 15 || x < 0 || y < 0)
182        {
183            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
184            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
185            return;
186        }
187
188        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
189
190        // Add tower to coordinatesStack
191        TDCoordinate newTowerCoordinates;
192        newTowerCoordinates.x=x;
193        newTowerCoordinates.y=y;
194
195
196        addedTowersCoordinates_.push_back(newTowerCoordinates);
197
198        // Reduce credit
199        this->stats_->buyTower(towerCost);
200
201        // Create tower
202        TowerTurret* newTower = new TowerTurret(this->center_->getContext());
203        newTower->addTemplate(this->center_->getTowerTemplate());
204
205        newTower->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
206        newTower->setGame(this);
207    }
208
209    bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
210    {
211        return ((this->stats_->getCredit()) >= towerCost);
212    }
213
214    bool TowerDefense::towerExists(int x, int y)
215    {
216        for(std::vector<TDCoordinate>::iterator it = addedTowersCoordinates_.begin(); it != addedTowersCoordinates_.end(); ++it)
217        {
218            TDCoordinate currentCoordinates = (TDCoordinate) (*it);
219            if (currentCoordinates.x == x && currentCoordinates.y == y)
220                return true;
221        }
222
223        return false;
224    }
225
226
227    void TowerDefense::tick(float dt)
228    {
229        SUPER(TowerDefense, tick, dt);
230    }
231
232    // Function to test if we can add waypoints using code only. Doesn't work yet
233
234    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
235    /*
236    void TowerDefense::addWaypointsAndFirstEnemy()
237    {
238        SpaceShip *newShip = new SpaceShip(this->center_);
239        newShip->addTemplate("spaceshipassff");
240
241        WaypointController *newController = new WaypointController(newShip);
242        newController->setAccuracy(3);
243
244        Model *wayPoint1 = new Model(newController);
245        wayPoint1->setMeshSource("crate.mesh");
246        wayPoint1->setPosition(7,-7,5);
247        wayPoint1->setScale(0.2);
248
249        Model *wayPoint2 = new Model(newController);
250        wayPoint2->setMeshSource("crate.mesh");
251        wayPoint2->setPosition(7,7,5);
252        wayPoint2->setScale(0.2);
253
254        newController->addWaypoint(wayPoint1);
255        newController->addWaypoint(wayPoint2);
256
257        // The following line causes the game to crash
258
259        newShip->setController(newController);
260//        newController -> getPlayer() -> startControl(newShip);
261        newShip->setPosition(-7,-7,5);
262        newShip->setScale(0.1);
263        //newShip->addSpeed(1);
264
265
266
267//      this->center_->attach(newShip);
268    }
269    */
270    /*
271    void TowerDefense::playerEntered(PlayerInfo* player)
272    {
273        Deathmatch::playerEntered(player);
274
275        const std::string& message = player->getName() + " entered the game";
276        ChatManager::message(message);
277    }
278
279    bool TowerDefense::playerLeft(PlayerInfo* player)
280    {
281        bool valid_player = Deathmatch::playerLeft(player);
282
283        if (valid_player)
284        {
285            const std::string& message = player->getName() + " left the game";
286            ChatManager::message(message);
287        }
288
289        return valid_player;
290    }
291
292
293    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
294    {
295        if (victim && victim->getPlayer())
296        {
297            std::string message;
298            if (killer)
299            {
300                if (killer->getPlayer())
301                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
302                else
303                    message = victim->getPlayer()->getName() + " was killed";
304            }
305            else
306                message = victim->getPlayer()->getName() + " died";
307
308            ChatManager::message(message);
309        }
310
311        Deathmatch::pawnKilled(victim, killer);
312    }
313
314    void TowerDefense::playerScored(PlayerInfo* player, int score)
315    {
316        Gametype::playerScored(player, score);
317    }*/
318}
Note: See TracBrowser for help on using the repository browser.