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source: code/trunk/src/modules/invader/Invader.cc @ 11171

Last change on this file since 11171 was 11083, checked in by muemart, 9 years ago

Fix some clang-tidy warnings.
Also, Serialise.h was doing some C-style casts that ended up being const casts. I moved those const casts as close to the source as possible and changed the loadAndIncrease functions to not do that.

  • Property svn:eol-style set to native
File size: 5.5 KB
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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 *      Florian Zinggeler
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Invader.cc
31    @brief Implementation of the Invader class.
32*/
33
34#include "Invader.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// ! HACK
45#include "infos/PlayerInfo.h"
46
47#include "InvaderCenterPoint.h"
48#include "InvaderShip.h"
49#include "InvaderEnemy.h"
50#include "InvaderEnemyShooter.h"
51
52#include "core/command/ConsoleCommand.h"
53#include "worldentities/ExplosionPart.h"
54
55namespace orxonox
56{
57    RegisterUnloadableClass(Invader);
58
59    Invader::Invader(Context* context) : Deathmatch(context)
60    {
61        RegisterObject(Invader);
62        this->numberOfBots_ = 0; //sets number of default bots temporarly to 0
63        this->center_ = nullptr;
64        bEndGame = false;
65        lives = 3;
66        level = 1;
67        point = 0;
68        bShowLevel = false;
69        multiplier = 1;
70        b_combo = false;
71        // spawn enemy every 3.5 seconds
72        enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&Invader::spawnEnemy, this)));
73        comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&Invader::comboControll, this)));
74        this->setHUDTemplate("InvaderHUD");
75    }
76
77    void Invader::levelUp()
78    {
79        level++;
80        if (getPlayer() != nullptr)
81        {
82            for (int i = 0; i < 7; i++)
83            {
84
85                WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext());
86                chunk5->setPosition(this->center_->getPosition());
87                chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
88                chunk5->setScale(10);
89                chunk5->setEffect1("Orxonox/explosion2b");
90                chunk5->setEffect2("Orxonox/smoke6");
91                chunk5->setMinSpeed(0);
92                chunk5->setMaxSpeed(0);
93                chunk5->Explode();
94
95            }
96        }
97        addPoints(multiplier * 42);
98        multiplier *= 2;
99        toggleShowLevel();
100        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this)));
101    }
102
103    InvaderShip* Invader::getPlayer()
104    {
105        if (player == nullptr)
106        {
107            for (InvaderShip* ship : ObjectList<InvaderShip>())
108                player = ship;
109        }
110        return player;
111    }
112
113    void Invader::spawnEnemy()
114    {
115        if (getPlayer() == nullptr)
116            return;
117
118        for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++)
119        {
120            InvaderEnemy* newPawn;
121            if (rand() % 42/(1 + level*level) == 0)
122            {
123                newPawn = new InvaderEnemyShooter(this->center_->getContext());
124                newPawn->addTemplate("enemyinvadershooter");
125            }
126            else
127            {
128                newPawn = new InvaderEnemy(this->center_->getContext());
129                newPawn->addTemplate("enemyinvader");
130            }
131            newPawn->setInvaderPlayer(player);
132            newPawn->level = level;
133            // spawn enemy at random points in front of player.
134            newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
135        }
136    }
137
138    void Invader::setCenterpoint(InvaderCenterPoint* center)
139    {
140        this->center_ = center;
141    }
142
143    void Invader::costLife()
144    {
145        lives--;
146        multiplier = 1;
147        // end the game in 30 seconds.
148        if (lives <= 0)
149            enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this)));
150    };
151
152    void Invader::comboControll()
153    {
154        if (b_combo)
155            multiplier++;
156        // if no combo was performed before, reset multiplier
157        else
158            multiplier = 1;
159        b_combo = false;
160    }
161
162    void Invader::start()
163    {
164        // Set variable to temporarily force the player to spawn.
165        this->bForceSpawn_ = true;
166
167        if (this->center_ == nullptr)  // abandon mission!
168        {
169            orxout(internal_error) << "Invader: No Centerpoint specified." << endl;
170            GSLevel::startMainMenu();
171            return;
172        }
173        // Call start for the parent class.
174        Deathmatch::start();
175    }
176    void Invader::addPoints(int numPoints)
177    {
178        if (!bEndGame)
179        {
180            point += numPoints * multiplier;
181            b_combo = true;
182        }
183    }
184
185    void Invader::end()
186    {
187        // DON'T CALL THIS!
188        //      Deathmatch::end();
189        // It will misteriously crash the game!
190        // Instead startMainMenu, this won't crash.
191        GSLevel::startMainMenu();
192    }
193}
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