Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/modules/towerdefense/TowerDefense.cc @ 10587

Last change on this file since 10587 was 10258, checked in by landauf, 10 years ago

merged presentationHS14merge back to trunk

  • Property svn:eol-style set to native
File size: 14.3 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#include "TowerDefense.h"
76#include "TowerDefenseTower.h"
77#include "TowerDefenseCenterpoint.h"
78//#include "TDCoordinate.h"
79#include "TowerTurret.h"
80#include "worldentities/SpawnPoint.h"
81#include "worldentities/pawns/Pawn.h"
82#include "worldentities/pawns/SpaceShip.h"
83#include "controllers/WaypointController.h"
84#include "graphics/Model.h"
85#include "infos/PlayerInfo.h"
86#include "chat/ChatManager.h"
87#include "core/CoreIncludes.h"
88/* Part of a temporary hack to allow the player to add towers */
89#include "core/command/ConsoleCommand.h"
90
91namespace orxonox
92{
93    RegisterUnloadableClass(TowerDefense);
94
95    TowerDefense::TowerDefense(Context* context) : Deathmatch(context)
96    {
97        RegisterObject(TowerDefense);
98/*
99        for (int i=0; i < 16 ; i++){
100            for (int j = 0; j< 16 ; j++){
101                towermatrix[i][j] = NULL;
102            }
103        }*/
104
105        this->setHUDTemplate("TowerDefenseHUD");
106
107        //this->stats_ = new TowerDefensePlayerStats();
108
109        /* Temporary hack to allow the player to add towers and upgrade them */
110        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
111        this->dedicatedUpgradeTower_ = createConsoleCommand( "upgradeTower", createExecutor( createFunctor(&TowerDefense::upgradeTower, this) ) );
112    }
113
114    TowerDefense::~TowerDefense()
115    {
116        /* Part of a temporary hack to allow the player to add towers */
117        if (this->isInitialized())
118        {
119            if( this->dedicatedAddTower_ )
120                delete this->dedicatedAddTower_;
121        }
122    }
123
124    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
125    {
126        orxout() << "Centerpoint now setting..." << endl;
127        this->center_ = centerpoint;
128        orxout() << "Centerpoint now set..." << endl;
129    }
130
131    void TowerDefense::start()
132    {
133
134        Deathmatch::start();
135
136// Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path
137        for (int i=0; i < 16 ; i++){
138            for (int j = 0; j< 16 ; j++){
139                towermatrix[i][j] = false;
140            }
141        }
142
143        for (int k=0; k<3; k++)
144            towermatrix[1][k]=true;
145        for (int l=1; l<11; l++)
146            towermatrix[l][3]=true;
147        for (int m=3; m<12; m++)
148            towermatrix[10][m]=true;
149        for (int n=10; n<14; n++)
150            towermatrix[n][11]=true;
151        for (int o=13; o<16; o++)
152            towermatrix[13][o]=true;
153
154        //set initial credits, lifes and WaveNumber
155        this->setCredit(200);
156        this->setLifes(50);
157        this->setWaveNumber(0);
158        time=0.0;
159
160        //adds initial towers
161        for (int i=0; i <7; i++){
162            addTower(i+3,4);
163        }/*
164        for (int j=0; j < 7; j++){
165            addTower(9,j+5);
166        }*/
167    }
168
169    // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path.
170    void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){
171
172
173        TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext());
174       
175        switch(templatenr)
176        {
177        case 1 :
178            en1->addTemplate("enemytowerdefense1");
179            en1->setScale(3);
180            en1->setHealth(en1->getHealth() + this->getWaveNumber()*4);
181            break;
182
183        case 2 :
184            en1->addTemplate("enemytowerdefense2");
185            en1->setScale(2);
186            en1->setHealth(en1->getHealth() + this->getWaveNumber()*4);
187            //  en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2))
188            break;
189
190        case 3 :
191            en1->addTemplate("enemytowerdefense3");
192            en1->setScale(1);
193            en1->setHealth(en1->getHealth() + this->getWaveNumber()*4);
194            break;
195        }
196
197        en1->getController();
198        en1->setPosition(path.at(0)->get3dcoordinate());
199        TowerDefenseEnemyvector.push_back(en1);
200
201        for(unsigned int i = 0; i < path.size(); ++i)
202        {
203            en1->addWaypoint((path.at(i)));
204        }
205    }
206
207
208    void TowerDefense::end()
209    {
210
211        Deathmatch::end();
212        ChatManager::message("Match is over! Gameover!");
213
214    }
215
216    //not working yet
217    void TowerDefense::upgradeTower(int x,int y)
218    {/*
219        const int upgradeCost = 20;
220
221        if (!this->hasEnoughCreditForTower(upgradeCost))
222        {
223            orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed.";
224            return;
225        }
226
227        if (towermatrix [x][y] == NULL)
228        {
229            orxout() << "no tower on this position" << endl;
230            return;
231        }
232
233        else
234        {
235            (towermatrix [x][y])->upgradeTower();
236        }*/
237    }
238
239    /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret")
240    so towers have ability if the turrets
241
242    */
243    void TowerDefense::addTower(int x, int y)
244    {
245        const int towerCost = 20;
246
247        if (!this->hasEnoughCreditForTower(towerCost))
248        {
249            orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed.";
250            return;
251        }
252
253        if (towermatrix [x][y]==true)
254        {
255            orxout() << "not possible to put tower here!!" << endl;
256            return;
257        }
258
259/*
260        unsigned int width = this->center_->getWidth();
261        unsigned int height = this->center_->getHeight();
262*/
263
264        int tileScale = (int) this->center_->getTileScale();
265
266        if (x > 15 || y > 15 || x < 0 || y < 0)
267        {
268            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
269            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
270            return;
271        }
272
273        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
274
275       //Reduce credit
276        this->buyTower(towerCost);
277        towermatrix [x][y]=true;
278
279        //Creates tower
280        TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext());
281        towernew->addTemplate("towerturret");
282        towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
283        towernew->setGame(this);
284    }
285
286    bool TowerDefense::hasEnoughCreditForTower(int towerCost)
287    {
288        return ((this->getCredit()) >= towerCost);
289    }
290
291
292    bool TowerDefense::hasEnoughCreditForUpgrade()
293    {
294        return true;
295    }
296
297 
298    void TowerDefense::tick(float dt)
299    {
300        SUPER(TowerDefense, tick, dt);
301        time +=dt;
302
303        TDCoordinate* coord1 = new TDCoordinate(1,1);
304        std::vector<TDCoordinate*> path;
305        path.push_back(coord1);
306        if(time>1 && TowerDefenseEnemyvector.size() < 30)
307        {
308            //adds different types of enemys depending on the WaveNumber
309            addTowerDefenseEnemy(path, this->getWaveNumber() % 3 +1 );
310            time = time-1;
311        }
312
313        Vector3* endpoint = new Vector3(500, 700, 150);
314        //if ships are at the end they get destroyed
315        for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i)
316        {
317            if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive())
318            {
319                //destroys enemys at the end of teh path and reduces the life by 1. no credits gifted
320
321                Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition();
322                float distance = ship.distance(*endpoint);
323
324                if(distance <50){
325                    TowerDefenseEnemyvector.at(i)->destroy();
326                    this->reduceLifes(1);
327                    this->buyTower(1);
328                    if (this->getLifes()==0)
329                    {
330                        this->end();
331                    }
332                }
333            }
334        }
335        //goes thorugh vector to see if an enemy is still alive. if not next wave is launched
336        int count= 0;
337        for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i)
338        {
339            if(TowerDefenseEnemyvector.at(i)!= NULL)
340            {
341                ++count;
342            }
343        }
344
345        if(count== 0)
346        {
347            time2 +=dt;
348            if(time2 > 10)
349            {
350                TowerDefenseEnemyvector.clear();
351                this->nextwave();
352                time=0;
353                time2=0;
354            }
355        }
356
357
358    }
359
360    // Function to test if we can add waypoints using code only. Doesn't work yet
361
362    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
363    /*
364    void TowerDefense::addWaypointsAndFirstEnemy()
365    {
366        SpaceShip *newShip = new SpaceShip(this->center_);
367        newShip->addTemplate("spaceshipassff");
368
369        WaypointController *newController = new WaypointController(newShip);
370        newController->setAccuracy(3);
371
372        Model *wayPoint1 = new Model(newController);
373        wayPoint1->setMeshSource("crate.mesh");
374        wayPoint1->setPosition(7,-7,5);
375        wayPoint1->setScale(0.2);
376
377        Model *wayPoint2 = new Model(newController);
378        wayPoint2->setMeshSource("crate.mesh");
379        wayPoint2->setPosition(7,7,5);
380        wayPoint2->setScale(0.2);
381
382        newController->addWaypoint(wayPoint1);
383        newController->addWaypoint(wayPoint2);
384
385        // The following line causes the game to crash
386
387        newShip->setController(newController);
388//        newController -> getPlayer() -> startControl(newShip);
389        newShip->setPosition(-7,-7,5);
390        newShip->setScale(0.1);
391        //newShip->addSpeed(1);
392
393
394
395//      this->center_->attach(newShip);
396    }
397    */
398    /*
399    void TowerDefense::playerEntered(PlayerInfo* player)
400    {
401        Deathmatch::playerEntered(player);
402
403        const std::string& message = player->getName() + " entered the game";
404        ChatManager::message(message);
405    }
406
407    bool TowerDefense::playerLeft(PlayerInfo* player)
408    {
409        bool valid_player = Deathmatch::playerLeft(player);
410
411        if (valid_player)
412        {
413            const std::string& message = player->getName() + " left the game";
414            ChatManager::message(message);
415        }
416
417        return valid_player;
418    }
419
420
421    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
422    {
423        if (victim && victim->getPlayer())
424        {
425            std::string message;
426            if (killer)
427            {
428                if (killer->getPlayer())
429                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
430                else
431                    message = victim->getPlayer()->getName() + " was killed";
432            }
433            else
434                message = victim->getPlayer()->getName() + " died";
435
436            ChatManager::message(message);
437        }
438
439        Deathmatch::pawnKilled(victim, killer);
440    }
441
442    void TowerDefense::playerScored(PlayerInfo* player, int score)
443    {
444        Gametype::playerScored(player, score);
445    }*/
446}
Note: See TracBrowser for help on using the repository browser.