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 | * Johannes Ritz |
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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 | *TASK c) end the game in a nicer way |
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31 | *TASK d) save the highscore |
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32 | *TASK e) eye candy |
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33 | */ |
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34 | |
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35 | /** |
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36 | @file Tetris.cc |
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37 | @brief Implementation of the Mini4Dgame class. |
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38 | */ |
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39 | |
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40 | #include "Mini4Dgame.h" |
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41 | |
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42 | #include "core/CoreIncludes.h" |
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43 | #include "core/EventIncludes.h" |
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44 | #include "core/command/Executor.h" |
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45 | #include "core/config/ConfigValueIncludes.h" |
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46 | #include "infos/PlayerInfo.h" |
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47 | #include "core/command/ConsoleCommandIncludes.h" |
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48 | |
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49 | #include "gamestates/GSLevel.h" |
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50 | #include "chat/ChatManager.h" |
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51 | |
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52 | namespace orxonox |
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53 | { |
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54 | |
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55 | SetConsoleCommand("Mini4Dgame", "setStone", &Mini4Dgame::setStone).addShortcut(); |
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56 | SetConsoleCommand("Mini4Dgame", "undoStone", &Mini4Dgame::undoStone).addShortcut(); |
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57 | |
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58 | RegisterUnloadableClass(Mini4Dgame); |
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59 | |
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60 | /** |
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61 | @brief |
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62 | Constructor. Registers and initializes the object. |
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63 | */ |
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64 | Mini4Dgame::Mini4Dgame(Context* context) : Deathmatch(context) |
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65 | { |
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66 | RegisterObject(Mini4Dgame); |
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67 | |
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68 | this->board_ = nullptr; |
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69 | |
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70 | // Set the type of Bots for this particular Gametype. |
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71 | //this->botclass_ = Class(Mini4DgameBot); |
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72 | } |
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73 | |
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74 | /** |
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75 | @brief |
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76 | Destructor. Cleans up, if initialized. |
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77 | */ |
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78 | Mini4Dgame::~Mini4Dgame() |
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79 | { |
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80 | if (this->isInitialized()) |
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81 | this->cleanup(); |
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82 | } |
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83 | |
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84 | /** |
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85 | @brief |
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86 | Cleans up the Gametype. |
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87 | */ |
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88 | void Mini4Dgame::cleanup() |
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89 | { |
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90 | if(this->board_ != nullptr)// Destroy the board, if present. |
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91 | { |
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92 | //this->board_->destroy(); |
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93 | this->board_ = nullptr; |
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94 | } |
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95 | } |
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96 | |
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97 | /** |
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98 | @brief |
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99 | Starts the mini4Dgame. |
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100 | */ |
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101 | void Mini4Dgame::start() |
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102 | { |
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103 | if (this->board_ != nullptr) // There needs to be a Mini4DgameCenterpoint, i.e. the area the game takes place. |
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104 | { |
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105 | /* |
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106 | if (this->board_ == nullptr) |
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107 | { |
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108 | this->board_ = new Mini4DgameBoard(this->board_->getContext()); |
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109 | // Apply the template for the ball specified by the centerpoint. |
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110 | this->board_->addTemplate(this->center_->getBoardtemplate()); |
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111 | } |
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112 | */ |
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113 | |
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114 | // Attach the board to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. |
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115 | |
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116 | this->board_->setPosition(0, 0, 0); |
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117 | |
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118 | } |
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119 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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120 | { |
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121 | orxout(internal_error) << "Mini4Dgame: No Centerpoint specified." << endl; |
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122 | GSLevel::startMainMenu(); |
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123 | return; |
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124 | } |
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125 | |
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126 | // Set variable to temporarily force the player to spawn. |
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127 | bool temp = this->bForceSpawn_; |
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128 | this->bForceSpawn_ = true; |
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129 | |
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130 | // Call start for the parent class. |
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131 | Deathmatch::start(); |
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132 | |
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133 | // Reset the variable. |
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134 | this->bForceSpawn_ = temp; |
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135 | } |
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136 | |
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137 | /** |
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138 | @brief |
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139 | Ends the Mini4Dgame minigame. |
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140 | */ |
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141 | void Mini4Dgame::end() |
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142 | { |
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143 | this->cleanup(); |
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144 | |
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145 | // Call end for the parent class. |
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146 | Deathmatch::end(); |
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147 | } |
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148 | |
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149 | |
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150 | /** |
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151 | @brief |
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152 | Spawns player. |
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153 | */ |
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154 | void Mini4Dgame::spawnPlayersIfRequested() |
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155 | { |
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156 | // first spawn human players to assign always the left bat to the player in singleplayer |
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157 | for (const auto& mapEntry : this->players_) |
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158 | if (mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_)) |
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159 | this->spawnPlayer(mapEntry.first); |
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160 | // now spawn bots |
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161 | for (const auto& mapEntry : this->players_) |
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162 | if (!mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_)) |
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163 | this->spawnPlayer(mapEntry.first); |
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164 | } |
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165 | |
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166 | /** |
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167 | @brief |
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168 | Spawns the input player. |
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169 | @param player |
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170 | The player to be spawned. |
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171 | */ |
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172 | void Mini4Dgame::spawnPlayer(PlayerInfo* player) |
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173 | { |
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174 | assert(player); |
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175 | |
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176 | if(false)//this->player_ == nullptr) |
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177 | { |
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178 | //this->player_ = player; |
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179 | this->players_[player].state_ = PlayerState::Alive; |
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180 | } |
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181 | } |
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182 | |
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183 | void Mini4Dgame::undoStone()//Vector4 move, const int playerColor) |
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184 | { |
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185 | ObjectList<Mini4DgameBoard>::iterator it = ObjectList<Mini4DgameBoard>().begin(); |
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186 | it->undoMove(); |
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187 | } |
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188 | |
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189 | //void Mini4Dgame::setStone(Vector4 move, const int playerColor, Mini4DgameBoard* board) |
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190 | void Mini4Dgame::setStone(int x,int y,int z,int w)//Vector4 move, const int playerColor) |
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191 | { |
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192 | Mini4DgamePosition move = Mini4DgamePosition(x,y,z,w); |
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193 | ObjectList<Mini4DgameBoard>::iterator it = ObjectList<Mini4DgameBoard>().begin(); |
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194 | it->makeMove(move); |
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195 | } |
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196 | |
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197 | void Mini4Dgame::win(Mini4DgameWinner winner) |
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198 | { |
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199 | |
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200 | } |
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201 | } |
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