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source: code/trunk/src/modules/invader/Invader.cc @ 10800

Last change on this file since 10800 was 10624, checked in by landauf, 9 years ago

merged branch core7 back to trunk

  • Property svn:eol-style set to native
File size: 5.2 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 *      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/BigExplosion.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_ = 0;
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() != NULL)
81        {
82            for (int i = 0; i < 7; i++)
83            {
84                BigExplosion* chunk = new BigExplosion(this->center_->getContext());
85                chunk->setPosition(Vector3(600, 0, 100.f * i - 300));
86                chunk->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
87                chunk->setScale(20);
88            }
89        }
90        addPoints(multiplier * 42);
91        multiplier *= 2;
92        toggleShowLevel();
93        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Invader::toggleShowLevel, this)));
94    }
95
96    InvaderShip* Invader::getPlayer()
97    {
98        if (player == NULL)
99        {
100            for (ObjectList<InvaderShip>::iterator it = ObjectList<InvaderShip>::begin(); it != ObjectList<InvaderShip>::end(); ++it)
101                player = *it;
102        }
103        return player;
104    }
105
106    void Invader::spawnEnemy()
107    {
108        if (getPlayer() == NULL)
109            return;
110
111        for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++)
112        {
113            InvaderEnemy* newPawn;
114            if (rand() % 42/(1 + level*level) == 0)
115            {
116                newPawn = new InvaderEnemyShooter(this->center_->getContext());
117                newPawn->addTemplate("enemyinvadershooter");
118            }
119            else
120            {
121                newPawn = new InvaderEnemy(this->center_->getContext());
122                newPawn->addTemplate("enemyinvader");
123            }
124            newPawn->setPlayer(player);
125            newPawn->level = level;
126            // spawn enemy at random points in front of player.
127            newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
128        }
129    }
130
131    void Invader::costLife()
132    {
133        lives--;
134        multiplier = 1;
135        // end the game in 30 seconds.
136        if (lives <= 0)
137            enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Invader::end, this)));
138    };
139
140    void Invader::comboControll()
141    {
142        if (b_combo)
143            multiplier++;
144        // if no combo was performed before, reset multiplier
145        else
146            multiplier = 1;
147        b_combo = false;
148    }
149
150    void Invader::start()
151    {
152        // Set variable to temporarily force the player to spawn.
153        this->bForceSpawn_ = true;
154
155        if (this->center_ == NULL)  // abandon mission!
156        {
157            orxout(internal_error) << "Invader: No Centerpoint specified." << endl;
158            GSLevel::startMainMenu();
159            return;
160        }
161        // Call start for the parent class.
162        Deathmatch::start();
163    }
164    void Invader::addPoints(int numPoints)
165    {
166        if (!bEndGame)
167        {
168            point += numPoints * multiplier;
169            b_combo = true;
170        }
171    }
172
173    void Invader::end()
174    {
175        // DON'T CALL THIS!
176        //      Deathmatch::end();
177        // It will misteriously crash the game!
178        // Instead startMainMenu, this won't crash.
179        GSLevel::startMainMenu();
180    }
181}
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