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source: code/branches/tutorial2/src/modules/pong/Pong.cc @ 9841

Last change on this file since 9841 was 9016, checked in by jo, 13 years ago

Merging presentation2011 branch to trunk. Please check for possible bugs.

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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/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"
49namespace orxonox
50{
51    // Events to allow to react to scoring of a player, in the level-file.
52    CreateEventName(PongCenterpoint, right);
53    CreateEventName(PongCenterpoint, left);
54
55    CreateUnloadableFactory(Pong);
56
57    /**
58    @brief
59        Constructor. Registers and initializes the object.
60    */
61    Pong::Pong(BaseObject* creator) : Deathmatch(creator)
62    {
63        RegisterObject(Pong);
64
65        this->center_ = 0;
66        this->ball_ = 0;
67        this->bat_[0] = 0;
68        this->bat_[1] = 0;
69
70        this->setHUDTemplate("PongHUD");
71
72        // Pre-set the timer, but don't start it yet.
73        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this)));
74        this->starttimer_.stopTimer();
75
76        // Set the type of Bots for this particular Gametype.
77        this->botclass_ = Class(PongBot);
78        this->scoreLimit_ = 10;
79        this->setConfigValues();
80    }
81
82    /**
83    @brief
84        Destructor. Cleans up, if initialized.
85    */
86    Pong::~Pong()
87    {
88        if (this->isInitialized())
89            this->cleanup();
90    }
91
92    /**
93    @brief
94        Cleans up the Gametype by destroying the ball and the bats.
95    */
96    void Pong::cleanup()
97    {
98        if (this->ball_ != NULL) // Destroy the ball, if present.
99        {
100            this->ball_->destroy();
101            this->ball_ = 0;
102        }
103
104        // Destroy both bats, if present.
105        for (size_t i = 0; i < 2; ++i)
106        {
107            if (this->bat_[0] != NULL)
108            {
109                this->bat_[0]->destroy();
110                this->bat_[0] = 0;
111            }
112        }
113    }
114
115    /**
116    @brief
117        Starts the Pong minigame.
118    */
119    void Pong::start()
120    {
121        if (this->center_ != NULL) // There needs to be a PongCenterpoint, i.e. the area the game takes place.
122        {
123            if (this->ball_ == NULL) // If there is no ball, create a new ball.
124            {
125                this->ball_ = new PongBall(this->center_);
126                // Apply the template for the ball specified by the centerpoint.
127                this->ball_->addTemplate(this->center_->getBalltemplate());
128            }
129
130            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
131            this->center_->attach(this->ball_);
132            this->ball_->setPosition(0, 0, 0);
133            this->ball_->setFieldDimension(this->center_->getFieldDimension());
134            this->ball_->setSpeed(0);
135            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
136            this->ball_->setBatLength(this->center_->getBatLength());
137
138            // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
139            for (size_t i = 0; i < 2; ++i)
140            {
141                if (this->bat_[i] == NULL)
142                {
143                    this->bat_[i] = new PongBat(this->center_);
144                    this->bat_[i]->addTemplate(this->center_->getBattemplate());
145                }
146            }
147
148            // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to.
149            this->center_->attach(this->bat_[0]);
150            this->center_->attach(this->bat_[1]);
151            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
152            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
153            this->bat_[0]->yaw(Degree(-90));
154            this->bat_[1]->yaw(Degree(90));
155            this->bat_[0]->setSpeed(this->center_->getBatSpeed());
156            this->bat_[1]->setSpeed(this->center_->getBatSpeed());
157            this->bat_[0]->setFieldHeight(this->center_->getFieldDimension().y);
158            this->bat_[1]->setFieldHeight(this->center_->getFieldDimension().y);
159            this->bat_[0]->setLength(this->center_->getBatLength());
160            this->bat_[1]->setLength(this->center_->getBatLength());
161
162            // Set the bats for the ball.
163            this->ball_->setBats(this->bat_);
164        }
165        else // If no centerpoint was specified, an error is thrown and the level is exited.
166        {
167            orxout(internal_error) << "Pong: No Centerpoint specified." << endl;
168            GSLevel::startMainMenu();
169            return;
170        }
171
172        // Start the timer. After it has expired the ball is started.
173        this->starttimer_.startTimer();
174
175        // Set variable to temporarily force the player to spawn.
176        bool temp = this->bForceSpawn_;
177        this->bForceSpawn_ = true;
178
179        // Call start for the parent class.
180        Deathmatch::start();
181
182        // Reset the variable.
183        this->bForceSpawn_ = temp;
184    }
185
186    /**
187    @brief
188        Ends the Pong minigame.
189    */
190    void Pong::end()
191    {
192        this->cleanup();
193
194        // Call end for the parent class.
195        Deathmatch::end();
196    }
197
198    /**
199    @brief
200        Spawns players, and fills the rest up with bots.
201    */
202    void Pong::spawnPlayersIfRequested()
203    {
204        // first spawn human players to assign always the left bat to the player in singleplayer
205        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
206            if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
207                this->spawnPlayer(it->first);
208        // now spawn bots
209        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
210            if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
211                this->spawnPlayer(it->first);
212    }
213
214    /**
215    @brief
216        Spawns the input player.
217    @param player
218        The player to be spawned.
219    */
220    void Pong::spawnPlayer(PlayerInfo* player)
221    {
222        assert(player);
223
224        // If the first (left) bat has no player.
225        if (this->bat_[0]->getPlayer() == NULL)
226        {
227            player->startControl(this->bat_[0]);
228            this->players_[player].state_ = PlayerState::Alive;
229        }
230        // If the second (right) bat has no player.
231        else if (this->bat_[1]->getPlayer() == NULL)
232        {
233            player->startControl(this->bat_[1]);
234            this->players_[player].state_ = PlayerState::Alive;
235        }
236        // If both bats are taken.
237        else
238            return;
239
240        // If the player is an AI, it receives a pointer to the ball.
241        if (player->getController() != NULL && player->getController()->isA(Class(PongAI)))
242        {
243            PongAI* ai = orxonox_cast<PongAI*>(player->getController());
244            ai->setPongBall(this->ball_);
245        }
246    }
247
248    /**
249    @brief
250        Is called when the player scored.
251    */
252    void Pong::playerScored(PlayerInfo* player)
253    {
254        Deathmatch::playerScored(player);
255
256        if (this->center_ != NULL) // If there is a centerpoint.
257        {
258            // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks.
259            if (player == this->getRightPlayer())
260                this->center_->fireEvent(FireEventName(PongCenterpoint, right));
261            else if (player == this->getLeftPlayer())
262                this->center_->fireEvent(FireEventName(PongCenterpoint, left));
263
264            // Also announce, that the player has scored.
265            if (player != NULL)
266                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
267        }
268
269        // If there is a ball present, reset its position, velocity and acceleration.
270        if (this->ball_ != NULL)
271        {
272            this->ball_->setPosition(Vector3::ZERO);
273            this->ball_->setVelocity(Vector3::ZERO);
274            this->ball_->setAcceleration(Vector3::ZERO);
275            this->ball_->setSpeed(0);
276        }
277
278        // If there are bats reset them to the middle position.
279        if (this->bat_[0] != NULL && this->bat_[1] != NULL)
280        {
281            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
282            this->bat_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0);
283        }
284
285        // If a palyer gets 21 points, he won the game -> end of game
286       
287        PlayerInfo* player1 = this->getLeftPlayer();
288        PlayerInfo* player2 = this->getRightPlayer();
289        if(player1==NULL||player2==NULL) return; //safety
290        if(this->getScore(player1) >= scoreLimit_)
291        {
292            std::string name1=player1->getName();
293            std::string message(name1 + " has won!");
294            ChatManager::message(message);
295            this->end();
296        }
297        else if(this->getScore(player2) >= scoreLimit_)
298        {
299             std::string name2=player2->getName();
300             std::string message2(name2 + " has won!");
301             ChatManager::message(message2);
302             this->end();
303        }
304        // Restart the timer to start the ball.
305        this->starttimer_.startTimer();
306
307    }
308
309    /**
310    @brief
311        Starts the ball with some default speed.
312    */
313    void Pong::startBall()
314    {
315        if (this->ball_ != NULL && this->center_ != NULL)
316            this->ball_->setSpeed(this->center_->getBallSpeed());
317    }
318
319    /**
320    @brief
321        Get the left player.
322    @return
323        Returns a pointer to the player playing on the left. If there is no left player, NULL is returned.
324    */
325    PlayerInfo* Pong::getLeftPlayer() const
326    {
327        if (this->bat_ != NULL && this->bat_[0] != NULL)
328            return this->bat_[0]->getPlayer();
329        else
330            return 0;
331    }
332
333    /**
334    @brief
335        Get the right player.
336    @return
337        Returns a pointer to the player playing on the right. If there is no right player, NULL is returned.
338    */
339    PlayerInfo* Pong::getRightPlayer() const
340    {
341        if (this->bat_ != NULL && this->bat_[1] != NULL)
342            return this->bat_[1]->getPlayer();
343        else
344            return 0;
345    }
346
347    /**
348     @brief
349         Make scoreLimit_ configurable e.g. in the menu.
350     */
351    void Pong::setConfigValues()
352    {
353        SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins.");
354    }
355}
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