1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * ... |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file Tetris.cc |
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31 | @brief Implementation of the Tetris class. |
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32 | */ |
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33 | |
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34 | #include "Tetris.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/EventIncludes.h" |
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38 | #include "core/command/Executor.h" |
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39 | |
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40 | #include "gamestates/GSLevel.h" |
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41 | |
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42 | #include "TetrisCenterpoint.h" |
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43 | #include "TetrisStone.h" |
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44 | #include "infos/PlayerInfo.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | |
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49 | CreateUnloadableFactory(Tetris); |
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50 | |
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51 | /** |
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52 | @brief |
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53 | Constructor. Registers and initializes the object. |
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54 | */ |
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55 | Tetris::Tetris(BaseObject* creator) : Deathmatch(creator) |
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56 | { |
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57 | RegisterObject(Tetris); |
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58 | |
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59 | this->activeStone_ = NULL; |
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60 | |
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61 | // Pre-set the timer, but don't start it yet. |
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62 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startStone, this))); |
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63 | this->starttimer_.stopTimer(); |
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64 | |
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65 | this->player_ = NULL; |
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66 | } |
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67 | |
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68 | /** |
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69 | @brief |
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70 | Destructor. Cleans up, if initialized. |
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71 | */ |
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72 | Tetris::~Tetris() |
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73 | { |
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74 | if (this->isInitialized()) |
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75 | this->cleanup(); |
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76 | } |
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77 | |
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78 | /** |
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79 | @brief |
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80 | Cleans up the Gametype. |
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81 | */ |
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82 | void Tetris::cleanup() |
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83 | { |
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84 | |
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85 | } |
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86 | |
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87 | void Tetris::tick(float dt) |
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88 | { |
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89 | SUPER(Tetris, tick, dt); |
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90 | |
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91 | if(this->activeStone_ != NULL) |
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92 | { |
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93 | if(!this->isValidStonePosition(this->activeStone_, this->activeStone_->getPosition())) |
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94 | { |
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95 | this->activeStone_->setVelocity(Vector3::ZERO); |
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96 | this->createStone(); |
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97 | this->startStone(); |
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98 | } |
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99 | } |
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100 | } |
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101 | |
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102 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) |
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103 | { |
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104 | assert(stone); |
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105 | |
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106 | if(position.x < this->center_->getStoneSize()/2.0) //!< If the stone touches the left edge of the level |
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107 | return false; |
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108 | else if(position.x > (this->center_->getWidth()-0.5)*this->center_->getStoneSize()) //!< If the stone touches the right edge of the level |
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109 | return false; |
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110 | |
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111 | for(std::vector<TetrisStone*>::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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112 | { |
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113 | if(stone == *it) |
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114 | continue; |
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115 | |
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116 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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117 | |
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118 | if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) |
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119 | return false; |
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120 | } |
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121 | |
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122 | return true; |
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123 | } |
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124 | |
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125 | bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) |
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126 | { |
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127 | assert(stone); |
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128 | |
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129 | // we use a reverse iterator because we have to check for collisions with the topmost stones first |
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130 | for(std::vector<TetrisStone*>::const_reverse_iterator it = this->stones_.rbegin(); it != this->stones_.rend(); ++it) |
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131 | { |
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132 | if(stone == *it) |
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133 | continue; |
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134 | |
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135 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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136 | |
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137 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) |
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138 | { |
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139 | this->activeStone_->setPosition(Vector3(this->activeStone_->getPosition().x, currentStonePosition.y+this->center_->getStoneSize(), this->activeStone_->getPosition().z)); |
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140 | return false; |
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141 | }// This case applies if the stones overlap partially vertically |
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142 | } |
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143 | |
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144 | // after we checked for collision with all stones, we also check for collision with the bottom |
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145 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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146 | { |
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147 | stone->setPosition(Vector3(stone->getPosition().x, this->center_->getStoneSize()/2.0f, stone->getPosition().z)); |
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148 | return false; |
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149 | } |
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150 | |
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151 | return true; |
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152 | } |
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153 | |
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154 | /** |
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155 | @brief |
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156 | Starts the Tetris minigame. |
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157 | */ |
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158 | void Tetris::start() |
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159 | { |
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160 | if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. |
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161 | { |
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162 | // Create the first stone. |
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163 | this->createStone(); |
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164 | } |
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165 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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166 | { |
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167 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; |
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168 | GSLevel::startMainMenu(); |
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169 | return; |
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170 | } |
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171 | |
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172 | // Start the timer. After it has expired the stone is started. |
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173 | this->starttimer_.startTimer(); |
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174 | |
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175 | // Set variable to temporarily force the player to spawn. |
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176 | bool temp = this->bForceSpawn_; |
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177 | this->bForceSpawn_ = true; |
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178 | |
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179 | // Call start for the parent class. |
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180 | Deathmatch::start(); |
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181 | |
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182 | // Reset the variable. |
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183 | this->bForceSpawn_ = temp; |
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184 | } |
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185 | |
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186 | /** |
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187 | @brief |
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188 | Ends the Tetris minigame. |
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189 | */ |
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190 | void Tetris::end() |
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191 | { |
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192 | this->cleanup(); |
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193 | |
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194 | // Call end for the parent class. |
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195 | Deathmatch::end(); |
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196 | } |
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197 | |
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198 | /** |
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199 | @brief |
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200 | Spawns player. |
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201 | */ |
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202 | void Tetris::spawnPlayersIfRequested() |
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203 | { |
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204 | // Spawn a human player. |
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205 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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206 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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207 | this->spawnPlayer(it->first); |
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208 | } |
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209 | |
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210 | /** |
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211 | @brief |
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212 | Spawns the input player. |
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213 | @param player |
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214 | The player to be spawned. |
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215 | */ |
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216 | void Tetris::spawnPlayer(PlayerInfo* player) |
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217 | { |
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218 | assert(player); |
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219 | |
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220 | if(this->player_ == NULL) |
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221 | { |
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222 | this->player_ = player; |
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223 | this->players_[player].state_ = PlayerState::Alive; |
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224 | } |
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225 | } |
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226 | |
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227 | /** |
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228 | @brief |
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229 | Starts the first stone. |
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230 | */ |
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231 | void Tetris::startStone(void) |
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232 | { |
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233 | if(this->player_ == NULL) |
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234 | return; |
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235 | |
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236 | unsigned int cameraIndex = 0; |
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237 | if(this->activeStone_ != NULL) |
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238 | { |
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239 | // Get camera settings |
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240 | cameraIndex = this->activeStone_->getCurrentCameraIndex(); |
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241 | this->player_->stopControl(); |
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242 | } |
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243 | |
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244 | // Make the last stone to be created the active stone. |
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245 | this->activeStone_ = this->stones_.back(); |
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246 | |
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247 | this->player_->startControl(this->activeStone_); |
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248 | this->activeStone_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); |
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249 | this->activeStone_->setCameraPosition(cameraIndex); |
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250 | } |
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251 | |
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252 | /** |
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253 | @brief |
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254 | Creates a new stone. |
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255 | */ |
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256 | void Tetris::createStone(void) |
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257 | { |
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258 | // Create a new stone and add it to the list of stones. |
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259 | TetrisStone* stone = new TetrisStone(this->center_); |
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260 | this->stones_.push_back(stone); |
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261 | |
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262 | // Apply the stone template to the stone. |
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263 | stone->addTemplate(this->center_->getStoneTemplate()); |
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264 | |
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265 | // Attach the stone to the Centerpoint and set the position of the stone to be at the top middle. |
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266 | this->center_->attach(stone); |
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267 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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268 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); |
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269 | stone->setPosition(xPos, yPos, 0.0f); |
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270 | stone->setGame(this); |
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271 | } |
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272 | |
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273 | /** |
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274 | @brief |
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275 | Get the player. |
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276 | @return |
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277 | Returns a pointer to the player. If there is no player, NULL is returned. |
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278 | */ |
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279 | PlayerInfo* Tetris::getPlayer(void) const |
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280 | { |
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281 | return this->player_; |
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282 | } |
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283 | |
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284 | /** |
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285 | @brief Set the TetrisCenterpoint (the playing field). |
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286 | @param center A pointer to the TetrisCenterpoint to be set. |
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287 | */ |
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288 | void Tetris::setCenterpoint(TetrisCenterpoint* center) |
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289 | { |
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290 | this->center_ = center; |
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291 | } |
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292 | |
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293 | } |
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