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source: code/branches/towerdefenseHS14/src/modules/towerdefense/TowerDefense.cc @ 10141

Last change on this file since 10141 was 10141, checked in by maxima, 10 years ago

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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 *
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#include "chat/ChatManager.h"
89#include "core/CoreIncludes.h"
90
91/* Part of a temporary hack to allow the player to add towers */
92#include "core/command/ConsoleCommand.h"
93
94namespace orxonox
95{
96    RegisterUnloadableClass(TowerDefense);
97
98    TowerDefense::TowerDefense(Context* context) : Deathmatch(context)
99    {
100        RegisterObject(TowerDefense);
101
102        this->setHUDTemplate("TowerDefenseHUD");
103
104        this->stats_ = new TowerDefensePlayerStats();
105
106        /* Temporary hack to allow the player to add towers */
107        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
108    }
109
110    TowerDefense::~TowerDefense()
111    {
112        /* Part of a temporary hack to allow the player to add towers */
113        if (this->isInitialized())
114        {
115            if( this->dedicatedAddTower_ )
116                delete this->dedicatedAddTower_;
117        }
118    }
119
120    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
121    {
122        orxout() << "Centerpoint now setting..." << endl;
123        this->center_ = centerpoint;
124        orxout() << "Centerpoint now set..." << endl;
125    }
126
127    void TowerDefense::start()
128    {
129        orxout() << "test0" << endl;
130
131        Deathmatch::start();
132        credits = 5000;
133        life = 20;
134        waves = 0;
135        time=0.0;
136
137/*
138        const int kInitialTowerCount = 3;
139
140        for (int i = 0; i < kInitialTowerCount; i++)
141        {
142                //{{3,2}, {8,5}, {12,10}}; old coordinates
143            TDCoordinate* coordinate = new TDCoordinate(i,(i*2));
144            addTower(coordinate->x, coordinate->y);
145        }
146*/
147
148
149        //add some TowerDefenseEnemys
150
151
152
153
154
155        //ChatManager::message("Use the console command addTower x y to add towers");
156
157        //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
158    }
159
160    // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path.
161
162     void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ 
163
164        TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext());
165       
166        switch(templatenr) 
167        { 
168        case 1 : 
169                en1->addTemplate("enemytowerdefense1"); 
170                en1->setScale(3); 
171                break; 
172        case 2 : 
173                en1->addTemplate("enemytowerdefense2");
174                en1->setScale(2); 
175                break; 
176        case 3 : 
177                en1->addTemplate("enemytowerdefense3"); 
178                en1->setScale(1); 
179                break; 
180        } 
181                 
182        en1->getController();
183
184        en1->setPosition(path.at(0)->get3dcoordinate());
185
186
187        TowerDefenseEnemyvector.push_back(en1);
188
189
190        for(unsigned int i = 0; i < path.size(); ++i)
191        {
192            en1->addWaypoint((path.at(i)));
193        }
194
195
196       /*
197        WaypointController *newController = new WaypointController(en1->getContext());//
198        newController->setAccuracy(3);
199
200        for(int i =0; i < path.size(); ++i)
201        {
202
203            Model *wayPoint = new Model(en1->getContext());
204            wayPoint->setMeshSource("cube.mesh");
205            wayPoint->setPosition(path.at(i)->get3dcoordinate());
206            wayPoint->setScale(0.2);
207            newController->addWaypoint(wayPoint);
208        }*/
209    }
210
211
212    void TowerDefense::end()
213
214    {
215        Deathmatch::end();
216
217        ChatManager::message("Match is over");
218    }
219
220
221
222    void TowerDefense::addTower(int x, int y)
223    {/*
224        const TowerCost towerCost = TDDefaultTowerCost;
225
226        if (!this->hasEnoughCreditForTower(towerCost))
227        {
228            orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
229            return;
230        }
231
232        if (this->towerExists(x,y))
233        {
234            orxout() << "tower exists!!" << endl;
235            return;
236        }
237
238
239        unsigned int width = this->center_->getWidth();
240        unsigned int height = this->center_->getHeight();
241
242
243        int tileScale = (int) this->center_->getTileScale();
244
245        if (x > 15 || y > 15 || x < 0 || y < 0)
246        {
247            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
248            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
249            return;
250        }
251
252        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
253
254        // Add tower to coordinatesStack
255        TDCoordinate newTowerCoordinates;
256        newTowerCoordinates.x=x;
257        newTowerCoordinates.y=y;
258
259
260        addedTowersCoordinates_.push_back(newTowerCoordinates);
261
262        // Reduce credit
263        this->stats_->buyTower(towerCost);
264
265        // Create tower
266        TowerTurret* newTower = new TowerTurret(this->center_->getContext());
267        newTower->addTemplate(this->center_->getTowerTemplate());
268
269        newTower->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
270        newTower->setGame(this);*/
271    }
272
273    bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
274    {
275        return ((this->stats_->getCredit()) >= towerCost);
276    }
277
278    bool TowerDefense::towerExists(int x, int y)
279    {
280        for(std::vector<TDCoordinate>::iterator it = addedTowersCoordinates_.begin(); it != addedTowersCoordinates_.end(); ++it)
281        {
282            TDCoordinate currentCoordinates = (TDCoordinate) (*it);
283            if (currentCoordinates.x == x && currentCoordinates.y == y)
284                return true;
285        }
286
287        return false;
288    }
289
290
291    void TowerDefense::tick(float dt)
292    {
293        SUPER(TowerDefense, tick, dt);
294        time +=dt;
295
296        TDCoordinate* coord1 = new TDCoordinate(1,1);
297        std::vector<TDCoordinate*> path;
298        path.push_back(coord1);
299
300            if(time>1 && TowerDefenseEnemyvector.size() < 30)
301            {
302                addTowerDefenseEnemy(path, rand() %3 +1 ); 
303                time = time-1;
304            }
305
306
307    }
308
309    // Function to test if we can add waypoints using code only. Doesn't work yet
310
311    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
312    /*
313    void TowerDefense::addWaypointsAndFirstEnemy()
314    {
315        SpaceShip *newShip = new SpaceShip(this->center_);
316        newShip->addTemplate("spaceshipassff");
317
318        WaypointController *newController = new WaypointController(newShip);
319        newController->setAccuracy(3);
320
321        Model *wayPoint1 = new Model(newController);
322        wayPoint1->setMeshSource("crate.mesh");
323        wayPoint1->setPosition(7,-7,5);
324        wayPoint1->setScale(0.2);
325
326        Model *wayPoint2 = new Model(newController);
327        wayPoint2->setMeshSource("crate.mesh");
328        wayPoint2->setPosition(7,7,5);
329        wayPoint2->setScale(0.2);
330
331        newController->addWaypoint(wayPoint1);
332        newController->addWaypoint(wayPoint2);
333
334        // The following line causes the game to crash
335
336        newShip->setController(newController);
337//        newController -> getPlayer() -> startControl(newShip);
338        newShip->setPosition(-7,-7,5);
339        newShip->setScale(0.1);
340        //newShip->addSpeed(1);
341
342
343
344//      this->center_->attach(newShip);
345    }
346    */
347    /*
348    void TowerDefense::playerEntered(PlayerInfo* player)
349    {
350        Deathmatch::playerEntered(player);
351
352        const std::string& message = player->getName() + " entered the game";
353        ChatManager::message(message);
354    }
355
356    bool TowerDefense::playerLeft(PlayerInfo* player)
357    {
358        bool valid_player = Deathmatch::playerLeft(player);
359
360        if (valid_player)
361        {
362            const std::string& message = player->getName() + " left the game";
363            ChatManager::message(message);
364        }
365
366        return valid_player;
367    }
368
369
370    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
371    {
372        if (victim && victim->getPlayer())
373        {
374            std::string message;
375            if (killer)
376            {
377                if (killer->getPlayer())
378                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
379                else
380                    message = victim->getPlayer()->getName() + " was killed";
381            }
382            else
383                message = victim->getPlayer()->getName() + " died";
384
385            ChatManager::message(message);
386        }
387
388        Deathmatch::pawnKilled(victim, killer);
389    }
390
391    void TowerDefense::playerScored(PlayerInfo* player, int score)
392    {
393        Gametype::playerScored(player, score);
394    }*/
395}
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