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 | * Fabian 'x3n' Landau |
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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 PongBall.cc |
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31 | @brief Implementation of the PongBall class. |
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32 | */ |
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33 | |
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34 | #include "Mini4DgameBoard.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/GameMode.h" |
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38 | |
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39 | #include "gametypes/Gametype.h" |
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40 | #include "graphics/BlinkingBillboard.h" |
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41 | |
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42 | #include "core/XMLPort.h" |
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43 | |
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44 | #include "Mini4Dgame.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | RegisterClass(Mini4DgameBoard); |
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49 | |
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50 | /** |
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51 | @brief |
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52 | Constructor. Registers and initializes the object. |
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53 | */ |
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54 | Mini4DgameBoard::Mini4DgameBoard(Context* context) : StaticEntity(context) |
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55 | { |
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56 | RegisterObject(Mini4DgameBoard); |
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57 | |
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58 | //this->registerVariables(); |
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59 | |
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60 | //initialize board |
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61 | for(int i=0;i<4;i++){ |
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62 | for(int j=0;j<4;j++){ |
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63 | for(int k=0;k<4;k++){ |
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64 | for(int l=0;l<4;l++){ |
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65 | this->board[i][j][k][l]=mini4DgamePlayerColor::none; |
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66 | this->blinkingBillboards[i][j][k][l] = nullptr; |
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67 | } |
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68 | } |
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69 | } |
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70 | } |
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71 | this->player_toggle_ = false; |
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72 | this->checkGametype(); |
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73 | } |
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74 | |
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75 | |
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76 | //xml port for loading sounds |
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77 | void Mini4DgameBoard::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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78 | { |
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79 | SUPER(Mini4DgameBoard, XMLPort, xmlelement, mode); |
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80 | } |
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81 | |
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82 | /** |
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83 | @brief checks if the move is valid |
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84 | @param the position where to put the stone plus the player who makes the move |
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85 | */ |
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86 | bool Mini4DgameBoard::isValidMove(const Mini4DgamePosition& move) |
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87 | { |
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88 | return (move.x<4 && move.y<4 && move.z<4 && move.w<4 |
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89 | && move.x>=0 && move.y>=0 && move.z>=0 && move.w>=0 |
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90 | && this->board[move.x][move.y][move.z][move.w] == mini4DgamePlayerColor::none); |
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91 | } |
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92 | |
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93 | void Mini4DgameBoard::undoMove() |
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94 | { |
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95 | const Mini4DgamePosition& move = moves.back(); |
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96 | moves.pop_back(); |
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97 | this->board[move.x][move.y][move.z][move.w] = mini4DgamePlayerColor::none; |
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98 | this->blinkingBillboards[move.x][move.y][move.z][move.w]->destroy(); |
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99 | this->blinkingBillboards[move.x][move.y][move.z][move.w] = nullptr; |
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100 | if(player_toggle_){ |
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101 | this->player_toggle_ = false; |
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102 | }else{ |
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103 | this->player_toggle_ = true; |
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104 | } |
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105 | } |
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106 | |
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107 | /** |
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108 | @brief makes a move on the logic playboard |
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109 | @param the position where to put the stone plus the player who makes the move |
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110 | */ |
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111 | void Mini4DgameBoard::makeMove(const Mini4DgamePosition& move) |
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112 | { |
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113 | if(this->isValidMove(move)) |
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114 | { |
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115 | if(!moves.empty()) |
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116 | { |
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117 | //stop blinking of last move |
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118 | const Mini4DgamePosition& lastMove = moves.back(); |
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119 | this->blinkingBillboards[lastMove.x][lastMove.y][lastMove.z][lastMove.w] |
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120 | ->setActive(false); |
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121 | this->blinkingBillboards[lastMove.x][lastMove.y][lastMove.z][lastMove.w] |
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122 | ->setScale(0.1); |
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123 | } |
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124 | |
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125 | moves.push_back(move); |
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126 | mini4DgamePlayerColor::color playerColor = mini4DgamePlayerColor::none; |
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127 | if(player_toggle_){ |
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128 | playerColor = mini4DgamePlayerColor::blue; |
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129 | this->player_toggle_ = false; |
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130 | }else{ |
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131 | playerColor = mini4DgamePlayerColor::green; |
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132 | this->player_toggle_ = true; |
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133 | } |
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134 | |
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135 | this->board[move.x][move.y][move.z][move.w] = (mini4DgamePlayerColor::color) playerColor; |
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136 | |
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137 | BlinkingBillboard* bb = new BlinkingBillboard(this->getContext()); |
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138 | bb->setFrequency(0.3); |
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139 | bb->setAmplitude(0.1); |
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140 | |
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141 | switch(move.w){ |
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142 | case 0: bb->setMaterial("Numbers/One"); |
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143 | bb->setPosition(60.0f*move.x-95,60.0f*move.y-95,60.0f*move.z-95); |
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144 | break; |
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145 | case 1: bb->setMaterial("Numbers/Two"); |
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146 | bb->setPosition(60.0f*move.x-85,60.0f*move.y-85,60.0f*move.z-95); |
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147 | break; |
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148 | case 2: bb->setMaterial("Numbers/Three"); |
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149 | bb->setPosition(60.0f*move.x-85,60.0f*move.y-95,60.0f*move.z-85); |
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150 | break; |
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151 | case 3: bb->setMaterial("Numbers/Four"); |
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152 | bb->setPosition(60.0f*move.x-85,60.0f*move.y-85,60.0f*move.z-85); |
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153 | break; |
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154 | } |
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155 | |
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156 | switch(playerColor){ |
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157 | case mini4DgamePlayerColor::red: |
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158 | bb->setColour(ColourValue(1,0,0)); break; |
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159 | case mini4DgamePlayerColor::green: |
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160 | bb->setColour(ColourValue(0,1,0)); break; |
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161 | case mini4DgamePlayerColor::blue: |
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162 | bb->setColour(ColourValue(0,0,1)); break; |
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163 | default: break; |
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164 | } |
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165 | |
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166 | this->attach(bb); |
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167 | this->blinkingBillboards[move.x][move.y][move.z][move.w] = bb; |
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168 | |
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169 | |
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170 | Mini4DgameWinner winner = this->getWinner(); |
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171 | if(winner.color_ != mini4DgamePlayerColor::none) |
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172 | { |
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173 | orxout(user_status) << "Mini4Dgame: win!!!!!!!" << endl; |
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174 | for(int i=0;i<4;i++){ |
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175 | BlinkingBillboard* redFlare = new BlinkingBillboard(this->getContext()); |
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176 | redFlare->setFrequency(0.5); |
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177 | redFlare->setAmplitude(3); |
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178 | redFlare->setPosition(60.0f*(int)winner.winningRow[i]-90, |
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179 | 60.0f*(int)winner.winningColumn[i]-90, |
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180 | 60.0f*(int)winner.winningHeight[i]-90); |
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181 | redFlare->setMaterial("Flares/lensflare"); |
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182 | redFlare->setColour(ColourValue(1,0,0)); |
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183 | this->attach(redFlare); |
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184 | BlinkingBillboard* bb = this->blinkingBillboards[winner.winningRow[i]] |
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185 | [winner.winningColumn[i]] |
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186 | [winner.winningHeight[i]] |
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187 | [winner.winningNumber[i]]; |
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188 | bb->setActive(true);//start blinking |
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189 | } |
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190 | } |
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191 | }else{ |
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192 | orxout(internal_error) << "Mini4Dgame: not a valid move"<< endl; |
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193 | } |
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194 | } |
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195 | |
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196 | Mini4DgameWinner Mini4DgameBoard::getWinner() |
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197 | { |
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198 | Mini4DgameWinner winner; |
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199 | winner.color_ = mini4DgamePlayerColor::none; |
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200 | |
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201 | //check diagonals rows-columns-height-numbers |
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202 | for(int i=1; i<4; i++) |
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203 | { |
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204 | if(this->board[i][i][i][i]==mini4DgamePlayerColor::none || this->board[0][0][0][0] != this->board[i][i][i][i]) |
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205 | break; |
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206 | if(i==3) |
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207 | { |
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208 | winner.color_ = this->board[0][0][0][0]; |
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209 | for(int x=0; x<4; x++){ |
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210 | winner.winningRow[x] = x; |
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211 | winner.winningColumn[x] = x; |
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212 | winner.winningHeight[x] = x; |
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213 | winner.winningNumber[x] = x; |
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214 | } |
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215 | return winner; |
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216 | } |
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217 | } |
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218 | for(int i=1; i<4; i++) |
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219 | { |
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220 | if(this->board[3-i][i][i][i]==mini4DgamePlayerColor::none || this->board[3][0][0][0] != this->board[3-i][i][i][i]) |
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221 | break; |
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222 | if(i==3) |
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223 | { |
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224 | winner.color_ = this->board[3][0][0][0]; |
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225 | for(int x=0; x<4; x++){ |
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226 | winner.winningRow[x] = 3-x; |
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227 | winner.winningColumn[x] = x; |
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228 | winner.winningHeight[x] = x; |
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229 | winner.winningNumber[x] = x; |
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230 | } |
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231 | return winner; |
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232 | } |
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233 | } |
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234 | for(int i=1; i<4; i++) |
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235 | { |
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236 | if(this->board[i][3-i][i][i]==mini4DgamePlayerColor::none || this->board[0][3][0][0] != this->board[i][3-i][i][i]) |
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237 | break; |
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238 | if(i==3) |
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239 | { |
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240 | winner.color_ = this->board[0][3][0][0]; |
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241 | for(int x=0; x<4; x++){ |
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242 | winner.winningRow[x] = x; |
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243 | winner.winningColumn[x] = 3-x; |
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244 | winner.winningHeight[x] = x; |
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245 | winner.winningNumber[x] = x; |
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246 | } |
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247 | return winner; |
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248 | } |
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249 | } |
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250 | for(int i=1; i<4; i++) |
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251 | { |
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252 | if(this->board[i][i][3-i][i]==mini4DgamePlayerColor::none || this->board[0][0][3][0] != this->board[i][i][3-i][i]) |
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253 | break; |
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254 | if(i==3) |
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255 | { |
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256 | winner.color_ = this->board[0][0][3][0]; |
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257 | for(int x=0; x<4; x++){ |
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258 | winner.winningRow[x] = x; |
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259 | winner.winningColumn[x] = x; |
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260 | winner.winningHeight[x] = 3-x; |
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261 | winner.winningNumber[x] = x; |
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262 | } |
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263 | return winner; |
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264 | } |
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265 | } |
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266 | for(int i=1; i<4; i++) |
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267 | { |
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268 | if(this->board[i][i][i][3-i]==mini4DgamePlayerColor::none || this->board[0][0][0][3] != this->board[i][i][i][3-i]) |
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269 | break; |
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270 | if(i==3) |
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271 | { |
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272 | winner.color_ = this->board[0][0][0][3]; |
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273 | for(int x=0; x<4; x++){ |
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274 | winner.winningRow[x] = x; |
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275 | winner.winningColumn[x] = x; |
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276 | winner.winningHeight[x] = x; |
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277 | winner.winningNumber[x] = 3-x; |
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278 | } |
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279 | return winner; |
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280 | } |
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281 | } |
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282 | for(int i=1; i<4; i++) |
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283 | { |
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284 | if(this->board[3-i][3-i][i][i]==mini4DgamePlayerColor::none || this->board[3][3][0][0] != this->board[3-i][3-i][i][i]) |
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285 | break; |
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286 | if(i==3) |
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287 | { |
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288 | winner.color_ = this->board[3][3][0][0]; |
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289 | for(int x=0; x<4; x++){ |
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290 | winner.winningRow[x] = 3-x; |
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291 | winner.winningColumn[x] = 3-x; |
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292 | winner.winningHeight[x] = x; |
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293 | winner.winningNumber[x] = x; |
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294 | } |
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295 | return winner; |
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296 | } |
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297 | } |
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298 | for(int i=1; i<4; i++) |
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299 | { |
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300 | if(this->board[3-i][i][3-i][i]==mini4DgamePlayerColor::none || this->board[3][0][3][0] != this->board[3-i][i][3-i][i]) |
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301 | break; |
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302 | if(i==3) |
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303 | { |
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304 | winner.color_ = this->board[3][0][3][0]; |
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305 | for(int x=0; x<4; x++){ |
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306 | winner.winningRow[x] = 3-x; |
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307 | winner.winningColumn[x] = x; |
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308 | winner.winningHeight[x] = 3-x; |
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309 | winner.winningNumber[x] = x; |
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310 | } |
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311 | return winner; |
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312 | } |
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313 | } |
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314 | for(int i=1; i<4; i++) |
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315 | { |
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316 | if(this->board[3-i][i][i][3-i]==mini4DgamePlayerColor::none || this->board[3][0][0][3] != this->board[3-i][i][i][3-i]) |
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317 | break; |
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318 | if(i==3) |
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319 | { |
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320 | winner.color_ = this->board[3][0][0][3]; |
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321 | for(int x=0; x<4; x++){ |
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322 | winner.winningRow[x] = 3-x; |
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323 | winner.winningColumn[x] = x; |
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324 | winner.winningHeight[x] = x; |
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325 | winner.winningNumber[x] = 3-x; |
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326 | } |
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327 | return winner; |
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328 | } |
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329 | } |
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330 | |
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331 | //check diagonals rows-columns-height |
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332 | for(int l=0; l<4; l++) |
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333 | { |
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334 | for(int i=1; i<4; i++) |
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335 | { |
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336 | if(this->board[i][i][i][l]==mini4DgamePlayerColor::none || this->board[0][0][0][l] != this->board[i][i][i][l]) |
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337 | break; |
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338 | if(i==3) |
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339 | { |
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340 | winner.color_ = this->board[0][0][0][l]; |
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341 | for(int x=0; x<4; x++){ |
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342 | winner.winningRow[x] = x; |
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343 | winner.winningColumn[x] = x; |
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344 | winner.winningHeight[x] = x; |
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345 | winner.winningNumber[x] = l; |
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346 | } |
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347 | return winner; |
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348 | } |
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349 | } |
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350 | for(int i=1; i<4; i++) |
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351 | { |
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352 | if(this->board[3-i][i][i][l]==mini4DgamePlayerColor::none || this->board[3][0][0][l] != this->board[3-i][i][i][l]) |
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353 | break; |
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354 | if(i==3) |
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355 | { |
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356 | winner.color_ = this->board[3][0][0][l]; |
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357 | for(int x=0; x<4; x++){ |
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358 | winner.winningRow[x] = 3-x; |
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359 | winner.winningColumn[x] = x; |
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360 | winner.winningHeight[x] = x; |
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361 | winner.winningNumber[x] = l; |
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362 | } |
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363 | return winner; |
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364 | } |
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365 | } |
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366 | for(int i=1; i<4; i++) |
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367 | { |
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368 | if(this->board[i][3-i][i][l]==mini4DgamePlayerColor::none || this->board[0][3][0][l] != this->board[i][3-i][i][l]) |
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369 | break; |
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370 | if(i==3) |
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371 | { |
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372 | winner.color_ = this->board[0][3][0][l]; |
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373 | for(int x=0; x<4; x++){ |
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374 | winner.winningRow[x] = x; |
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375 | winner.winningColumn[x] = 3-x; |
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376 | winner.winningHeight[x] = x; |
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377 | winner.winningNumber[x] = l; |
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378 | } |
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379 | return winner; |
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380 | } |
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381 | } |
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382 | for(int i=1; i<4; i++) |
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383 | { |
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384 | if(this->board[i][i][3-i][l]==mini4DgamePlayerColor::none || this->board[0][0][3][l] != this->board[i][i][3-i][l]) |
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385 | break; |
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386 | if(i==3) |
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387 | { |
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388 | winner.color_ = this->board[0][0][3][l]; |
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389 | for(int x=0; x<4; x++){ |
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390 | winner.winningRow[x] = x; |
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391 | winner.winningColumn[x] = x; |
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392 | winner.winningHeight[x] = 3-x; |
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393 | winner.winningNumber[x] = l; |
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394 | } |
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395 | return winner; |
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396 | } |
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397 | } |
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398 | } |
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399 | |
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400 | //check diagonals rows-columns-numbers |
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401 | for(int l=0; l<4; l++) |
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402 | { |
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403 | for(int i=1; i<4; i++) |
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404 | { |
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405 | if(this->board[i][i][l][i]==mini4DgamePlayerColor::none || this->board[0][0][l][0] != this->board[i][i][l][i]) |
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406 | break; |
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407 | if(i==3) |
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408 | { |
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409 | winner.color_ = this->board[0][0][l][0]; |
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410 | for(int x=0; x<4; x++){ |
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411 | winner.winningRow[x] = x; |
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412 | winner.winningColumn[x] = x; |
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413 | winner.winningHeight[x] = l; |
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414 | winner.winningNumber[x] = x; |
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415 | } |
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416 | return winner; |
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417 | } |
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418 | } |
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419 | for(int i=1; i<4; i++) |
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420 | { |
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421 | if(this->board[3-i][i][l][i]==mini4DgamePlayerColor::none || this->board[3][0][l][0] != this->board[3-i][i][l][i]) |
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422 | break; |
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423 | if(i==3) |
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424 | { |
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425 | winner.color_ = this->board[3][0][l][0]; |
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426 | for(int x=0; x<4; x++){ |
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427 | winner.winningRow[x] = 3-x; |
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428 | winner.winningColumn[x] = x; |
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429 | winner.winningHeight[x] = l; |
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430 | winner.winningNumber[x] = x; |
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431 | } |
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432 | return winner; |
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433 | } |
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434 | } |
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435 | for(int i=1; i<4; i++) |
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436 | { |
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437 | if(this->board[i][3-i][l][i]==mini4DgamePlayerColor::none || this->board[0][3][l][0] != this->board[i][3-i][l][i]) |
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438 | break; |
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439 | if(i==3) |
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440 | { |
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441 | winner.color_ = this->board[0][3][l][0]; |
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442 | for(int x=0; x<4; x++){ |
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443 | winner.winningRow[x] = x; |
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444 | winner.winningColumn[x] = 3-x; |
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445 | winner.winningHeight[x] = l; |
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446 | winner.winningNumber[x] = x; |
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447 | } |
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448 | return winner; |
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449 | } |
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450 | } |
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451 | for(int i=1; i<4; i++) |
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452 | { |
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453 | if(this->board[i][i][l][3-i]==mini4DgamePlayerColor::none || this->board[0][0][l][3] != this->board[i][i][l][3-i]) |
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454 | break; |
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455 | if(i==3) |
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456 | { |
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457 | winner.color_ = this->board[0][0][l][3]; |
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458 | for(int x=0; x<4; x++){ |
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459 | winner.winningRow[x] = x; |
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460 | winner.winningColumn[x] = x; |
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461 | winner.winningHeight[x] = l; |
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462 | winner.winningNumber[x] = 3-x; |
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463 | } |
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464 | return winner; |
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465 | } |
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466 | } |
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467 | } |
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468 | |
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469 | //check diagonals rows-height-numbers |
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470 | for(int l=0; l<4; l++) |
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471 | { |
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472 | for(int i=1; i<4; i++) |
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473 | { |
---|
474 | if(this->board[i][l][i][i]==mini4DgamePlayerColor::none || this->board[0][l][0][0] != this->board[i][l][i][i]) |
---|
475 | break; |
---|
476 | if(i==3) |
---|
477 | { |
---|
478 | winner.color_ = this->board[0][l][0][0]; |
---|
479 | for(int x=0; x<4; x++){ |
---|
480 | winner.winningRow[x] = x; |
---|
481 | winner.winningColumn[x] = l; |
---|
482 | winner.winningHeight[x] = x; |
---|
483 | winner.winningNumber[x] = x; |
---|
484 | } |
---|
485 | return winner; |
---|
486 | } |
---|
487 | } |
---|
488 | for(int i=1; i<4; i++) |
---|
489 | { |
---|
490 | if(this->board[3-i][l][i][i]==mini4DgamePlayerColor::none || this->board[3][l][0][0] != this->board[3-i][l][i][i]) |
---|
491 | break; |
---|
492 | if(i==3) |
---|
493 | { |
---|
494 | winner.color_ = this->board[3][l][0][0]; |
---|
495 | for(int x=0; x<4; x++){ |
---|
496 | winner.winningRow[x] = 3-x; |
---|
497 | winner.winningColumn[x] = l; |
---|
498 | winner.winningHeight[x] = x; |
---|
499 | winner.winningNumber[x] = x; |
---|
500 | } |
---|
501 | return winner; |
---|
502 | } |
---|
503 | } |
---|
504 | for(int i=1; i<4; i++) |
---|
505 | { |
---|
506 | if(this->board[i][l][3-i][i]==mini4DgamePlayerColor::none || this->board[0][l][3][0] != this->board[i][l][3-i][i]) |
---|
507 | break; |
---|
508 | if(i==3) |
---|
509 | { |
---|
510 | winner.color_ = this->board[0][l][3][0]; |
---|
511 | for(int x=0; x<4; x++){ |
---|
512 | winner.winningRow[x] = x; |
---|
513 | winner.winningColumn[x] = l; |
---|
514 | winner.winningHeight[x] = 3-x; |
---|
515 | winner.winningNumber[x] = x; |
---|
516 | } |
---|
517 | return winner; |
---|
518 | } |
---|
519 | } |
---|
520 | for(int i=1; i<4; i++) |
---|
521 | { |
---|
522 | if(this->board[i][l][i][3-i]==mini4DgamePlayerColor::none || this->board[0][l][0][3] != this->board[i][l][i][3-i]) |
---|
523 | break; |
---|
524 | if(i==3) |
---|
525 | { |
---|
526 | winner.color_ = this->board[0][l][0][3]; |
---|
527 | for(int x=0; x<4; x++){ |
---|
528 | winner.winningRow[x] = x; |
---|
529 | winner.winningColumn[x] = l; |
---|
530 | winner.winningHeight[x] = x; |
---|
531 | winner.winningNumber[x] = 3-x; |
---|
532 | } |
---|
533 | return winner; |
---|
534 | } |
---|
535 | } |
---|
536 | } |
---|
537 | |
---|
538 | //check diagonals columns-height-numbers |
---|
539 | for(int l=0; l<4; l++) |
---|
540 | { |
---|
541 | for(int i=1; i<4; i++) |
---|
542 | { |
---|
543 | if(this->board[l][i][i][i]==mini4DgamePlayerColor::none || this->board[l][0][0][0] != this->board[l][i][i][i]) |
---|
544 | break; |
---|
545 | if(i==3) |
---|
546 | { |
---|
547 | winner.color_ = this->board[l][0][0][0]; |
---|
548 | for(int x=0; x<4; x++){ |
---|
549 | winner.winningRow[x] = l; |
---|
550 | winner.winningColumn[x] = x; |
---|
551 | winner.winningHeight[x] = x; |
---|
552 | winner.winningNumber[x] = x; |
---|
553 | } |
---|
554 | return winner; |
---|
555 | } |
---|
556 | } |
---|
557 | for(int i=1; i<4; i++) |
---|
558 | { |
---|
559 | if(this->board[l][3-i][i][i]==mini4DgamePlayerColor::none || this->board[l][3][0][0] != this->board[l][3-i][i][i]) |
---|
560 | break; |
---|
561 | if(i==3) |
---|
562 | { |
---|
563 | winner.color_ = this->board[l][3][0][0]; |
---|
564 | for(int x=0; x<4; x++){ |
---|
565 | winner.winningRow[x] = l; |
---|
566 | winner.winningColumn[x] = 3-x; |
---|
567 | winner.winningHeight[x] = x; |
---|
568 | winner.winningNumber[x] = x; |
---|
569 | } |
---|
570 | return winner; |
---|
571 | } |
---|
572 | } |
---|
573 | for(int i=1; i<4; i++) |
---|
574 | { |
---|
575 | if(this->board[l][i][3-i][i]==mini4DgamePlayerColor::none || this->board[l][0][3][0] != this->board[l][i][3-i][i]) |
---|
576 | break; |
---|
577 | if(i==3) |
---|
578 | { |
---|
579 | winner.color_ = this->board[l][0][3][0]; |
---|
580 | for(int x=0; x<4; x++){ |
---|
581 | winner.winningRow[x] = l; |
---|
582 | winner.winningColumn[x] = x; |
---|
583 | winner.winningHeight[x] = 3-x; |
---|
584 | winner.winningNumber[x] = x; |
---|
585 | } |
---|
586 | return winner; |
---|
587 | } |
---|
588 | } |
---|
589 | for(int i=1; i<4; i++) |
---|
590 | { |
---|
591 | if(this->board[l][i][i][3-i]==mini4DgamePlayerColor::none || this->board[l][0][0][3] != this->board[l][i][i][3-i]) |
---|
592 | break; |
---|
593 | if(i==3) |
---|
594 | { |
---|
595 | winner.color_ = this->board[l][0][0][3]; |
---|
596 | for(int x=0; x<4; x++){ |
---|
597 | winner.winningRow[x] = l; |
---|
598 | winner.winningColumn[x] = x; |
---|
599 | winner.winningHeight[x] = x; |
---|
600 | winner.winningNumber[x] = 3-x; |
---|
601 | } |
---|
602 | return winner; |
---|
603 | } |
---|
604 | } |
---|
605 | } |
---|
606 | |
---|
607 | //check 2d diagonals |
---|
608 | for(int k=0;k<4;k++){ |
---|
609 | for(int l=0;l<4;l++){ |
---|
610 | //rows-columns |
---|
611 | for(int i=1; i<4; i++) |
---|
612 | { |
---|
613 | if(this->board[i][i][k][l]==mini4DgamePlayerColor::none || this->board[0][0][k][l] != this->board[i][i][k][l]) |
---|
614 | break; |
---|
615 | if(i==3) |
---|
616 | { |
---|
617 | winner.color_ = this->board[0][0][k][l]; |
---|
618 | for(int x=0; x<4; x++){ |
---|
619 | winner.winningRow[x] = x; |
---|
620 | winner.winningColumn[x] = x; |
---|
621 | winner.winningHeight[x] = k; |
---|
622 | winner.winningNumber[x] = l; |
---|
623 | } |
---|
624 | return winner; |
---|
625 | } |
---|
626 | } |
---|
627 | for(int i=1; i<4; i++) |
---|
628 | { |
---|
629 | if(this->board[3-i][i][k][l]==mini4DgamePlayerColor::none || this->board[3][0][k][l] != this->board[3-i][i][k][l]) |
---|
630 | break; |
---|
631 | if(i==3) |
---|
632 | { |
---|
633 | winner.color_ = this->board[3][0][k][l]; |
---|
634 | for(int x=0; x<4; x++){ |
---|
635 | winner.winningRow[x] = 3-x; |
---|
636 | winner.winningColumn[x] = x; |
---|
637 | winner.winningHeight[x] = k; |
---|
638 | winner.winningNumber[x] = l; |
---|
639 | } |
---|
640 | return winner; |
---|
641 | } |
---|
642 | } |
---|
643 | //rows-height |
---|
644 | for(int i=1; i<4; i++) |
---|
645 | { |
---|
646 | if(this->board[i][k][i][l]==mini4DgamePlayerColor::none || this->board[0][k][0][l] != this->board[i][k][i][l]) |
---|
647 | break; |
---|
648 | if(i==3) |
---|
649 | { |
---|
650 | winner.color_ = this->board[0][k][0][l]; |
---|
651 | for(int x=0; x<4; x++){ |
---|
652 | winner.winningRow[x] = x; |
---|
653 | winner.winningColumn[x] = k; |
---|
654 | winner.winningHeight[x] = x; |
---|
655 | winner.winningNumber[x] = l; |
---|
656 | } |
---|
657 | return winner; |
---|
658 | } |
---|
659 | } |
---|
660 | for(int i=1; i<4; i++) |
---|
661 | { |
---|
662 | if(this->board[3-i][k][i][l]==mini4DgamePlayerColor::none || this->board[3][k][0][l] != this->board[3-i][k][i][l]) |
---|
663 | break; |
---|
664 | if(i==3) |
---|
665 | { |
---|
666 | winner.color_ = this->board[3][k][0][l]; |
---|
667 | for(int x=0; x<4; x++){ |
---|
668 | winner.winningRow[x] = 3-x; |
---|
669 | winner.winningColumn[x] = k; |
---|
670 | winner.winningHeight[x] = x; |
---|
671 | winner.winningNumber[x] = l; |
---|
672 | } |
---|
673 | return winner; |
---|
674 | } |
---|
675 | } |
---|
676 | //rows-numbers |
---|
677 | for(int i=1; i<4; i++) |
---|
678 | { |
---|
679 | if(this->board[i][k][l][i]==mini4DgamePlayerColor::none || this->board[0][k][l][0] != this->board[i][k][l][i]) |
---|
680 | break; |
---|
681 | if(i==3) |
---|
682 | { |
---|
683 | winner.color_ = this->board[0][k][l][0]; |
---|
684 | for(int x=0; x<4; x++){ |
---|
685 | winner.winningRow[x] = x; |
---|
686 | winner.winningColumn[x] = k; |
---|
687 | winner.winningHeight[x] = l; |
---|
688 | winner.winningNumber[x] = x; |
---|
689 | } |
---|
690 | return winner; |
---|
691 | } |
---|
692 | } |
---|
693 | for(int i=1; i<4; i++) |
---|
694 | { |
---|
695 | if(this->board[3-i][k][l][i]==mini4DgamePlayerColor::none || this->board[3][k][l][0] != this->board[3-i][k][l][i]) |
---|
696 | break; |
---|
697 | if(i==3) |
---|
698 | { |
---|
699 | winner.color_ = this->board[3][k][l][0]; |
---|
700 | for(int x=0; x<4; x++){ |
---|
701 | winner.winningRow[x] = 3-x; |
---|
702 | winner.winningColumn[x] = k; |
---|
703 | winner.winningHeight[x] = l; |
---|
704 | winner.winningNumber[x] = x; |
---|
705 | } |
---|
706 | return winner; |
---|
707 | } |
---|
708 | } |
---|
709 | //column-height |
---|
710 | for(int i=1; i<4; i++) |
---|
711 | { |
---|
712 | if(this->board[k][i][i][l]==mini4DgamePlayerColor::none || this->board[k][0][0][l] != this->board[k][i][i][l]) |
---|
713 | break; |
---|
714 | if(i==3) |
---|
715 | { |
---|
716 | winner.color_ = this->board[k][0][0][l]; |
---|
717 | for(int x=0; x<4; x++){ |
---|
718 | winner.winningRow[x] = k; |
---|
719 | winner.winningColumn[x] = x; |
---|
720 | winner.winningHeight[x] = x; |
---|
721 | winner.winningNumber[x] = l; |
---|
722 | } |
---|
723 | return winner; |
---|
724 | } |
---|
725 | } |
---|
726 | for(int i=1; i<4; i++) |
---|
727 | { |
---|
728 | if(this->board[k][3-i][i][l]==mini4DgamePlayerColor::none || this->board[k][3][0][l] != this->board[k][3-i][i][l]) |
---|
729 | break; |
---|
730 | if(i==3) |
---|
731 | { |
---|
732 | winner.color_ = this->board[k][3][0][l]; |
---|
733 | for(int x=0; x<4; x++){ |
---|
734 | winner.winningRow[x] = k; |
---|
735 | winner.winningColumn[x] = 3-x; |
---|
736 | winner.winningHeight[x] = x; |
---|
737 | winner.winningNumber[x] = l; |
---|
738 | } |
---|
739 | return winner; |
---|
740 | } |
---|
741 | } |
---|
742 | //column-numbers |
---|
743 | for(int i=1; i<4; i++) |
---|
744 | { |
---|
745 | if(this->board[k][i][l][i]==mini4DgamePlayerColor::none || this->board[k][0][l][0] != this->board[k][i][l][i]) |
---|
746 | break; |
---|
747 | if(i==3) |
---|
748 | { |
---|
749 | winner.color_ = this->board[k][0][l][0]; |
---|
750 | for(int x=0; x<4; x++){ |
---|
751 | winner.winningRow[x] = k; |
---|
752 | winner.winningColumn[x] = x; |
---|
753 | winner.winningHeight[x] = l; |
---|
754 | winner.winningNumber[x] = x; |
---|
755 | } |
---|
756 | return winner; |
---|
757 | } |
---|
758 | } |
---|
759 | for(int i=1; i<4; i++) |
---|
760 | { |
---|
761 | if(this->board[k][3-i][l][i]==mini4DgamePlayerColor::none || this->board[k][3][l][0] != this->board[k][3-i][l][i]) |
---|
762 | break; |
---|
763 | if(i==3) |
---|
764 | { |
---|
765 | winner.color_ = this->board[k][3][l][0]; |
---|
766 | for(int x=0; x<4; x++){ |
---|
767 | winner.winningRow[x] = k; |
---|
768 | winner.winningColumn[x] = 3-x; |
---|
769 | winner.winningHeight[x] = l; |
---|
770 | winner.winningNumber[x] = x; |
---|
771 | } |
---|
772 | return winner; |
---|
773 | } |
---|
774 | } |
---|
775 | //height-numbers |
---|
776 | for(int i=1; i<4; i++) |
---|
777 | { |
---|
778 | if(this->board[k][l][i][i]==mini4DgamePlayerColor::none || this->board[k][l][0][0] != this->board[k][l][i][i]) |
---|
779 | break; |
---|
780 | if(i==3) |
---|
781 | { |
---|
782 | winner.color_ = this->board[k][l][0][0]; |
---|
783 | for(int x=0; x<4; x++){ |
---|
784 | winner.winningRow[x] = k; |
---|
785 | winner.winningColumn[x] = l; |
---|
786 | winner.winningHeight[x] = x; |
---|
787 | winner.winningNumber[x] = x; |
---|
788 | } |
---|
789 | return winner; |
---|
790 | } |
---|
791 | } |
---|
792 | for(int i=1; i<4; i++) |
---|
793 | { |
---|
794 | if(this->board[k][l][3-i][i]==mini4DgamePlayerColor::none || this->board[k][l][3][0] != this->board[k][l][3-i][i]) |
---|
795 | break; |
---|
796 | if(i==3) |
---|
797 | { |
---|
798 | winner.color_ = this->board[k][l][3][0]; |
---|
799 | for(int x=0; x<4; x++){ |
---|
800 | winner.winningRow[x] = k; |
---|
801 | winner.winningColumn[x] = l; |
---|
802 | winner.winningHeight[x] = 3-x; |
---|
803 | winner.winningNumber[x] = x; |
---|
804 | } |
---|
805 | return winner; |
---|
806 | } |
---|
807 | } |
---|
808 | } |
---|
809 | } |
---|
810 | |
---|
811 | //check rows |
---|
812 | for(int j=0;j<4;j++){ |
---|
813 | for(int k=0;k<4;k++){ |
---|
814 | for(int l=0;l<4;l++){ |
---|
815 | if(this->board[0][j][k][l]!= mini4DgamePlayerColor::none |
---|
816 | && this->board[0][j][k][l]==this->board[1][j][k][l] |
---|
817 | && this->board[1][j][k][l]==this->board[2][j][k][l] |
---|
818 | && this->board[2][j][k][l]==this->board[3][j][k][l]) |
---|
819 | { |
---|
820 | winner.color_ = this->board[0][j][k][l]; |
---|
821 | for(int x=0; x<4; x++){ |
---|
822 | winner.winningRow[x] = x; |
---|
823 | winner.winningColumn[x] = j; |
---|
824 | winner.winningHeight[x] = k; |
---|
825 | winner.winningNumber[x] = l; |
---|
826 | } |
---|
827 | return winner; |
---|
828 | } |
---|
829 | } |
---|
830 | } |
---|
831 | } |
---|
832 | |
---|
833 | //check columns |
---|
834 | for(int i=0;i<4;i++){ |
---|
835 | for(int k=0;k<4;k++){ |
---|
836 | for(int l=0;l<4;l++){ |
---|
837 | if(this->board[i][0][k][l]!= mini4DgamePlayerColor::none |
---|
838 | && this->board[i][0][k][l]==this->board[i][1][k][l] |
---|
839 | && this->board[i][1][k][l]==this->board[i][2][k][l] |
---|
840 | && this->board[i][2][k][l]==this->board[i][3][k][l]) |
---|
841 | { |
---|
842 | winner.color_ = this->board[i][0][k][l]; |
---|
843 | for(int x=0; x<4; x++){ |
---|
844 | winner.winningRow[x] = i; |
---|
845 | winner.winningColumn[x] = x; |
---|
846 | winner.winningHeight[x] = k; |
---|
847 | winner.winningNumber[x] = l; |
---|
848 | } |
---|
849 | return winner; |
---|
850 | } |
---|
851 | } |
---|
852 | } |
---|
853 | } |
---|
854 | |
---|
855 | //check height |
---|
856 | for(int i=0;i<4;i++){ |
---|
857 | for(int j=0;j<4;j++){ |
---|
858 | for(int l=0;l<4;l++){ |
---|
859 | if(this->board[i][j][0][l]!= mini4DgamePlayerColor::none |
---|
860 | && this->board[i][j][0][l]==this->board[i][j][1][l] |
---|
861 | && this->board[i][j][1][l]==this->board[i][j][2][l] |
---|
862 | && this->board[i][j][2][l]==this->board[i][j][3][l]) |
---|
863 | { |
---|
864 | winner.color_ = this->board[i][j][0][l]; |
---|
865 | for(int x=0; x<4; x++){ |
---|
866 | winner.winningRow[x] = i; |
---|
867 | winner.winningColumn[x] = j; |
---|
868 | winner.winningHeight[x] = x; |
---|
869 | winner.winningNumber[x] = l; |
---|
870 | } |
---|
871 | return winner; |
---|
872 | } |
---|
873 | } |
---|
874 | } |
---|
875 | } |
---|
876 | |
---|
877 | //check numbers |
---|
878 | for(int i=0;i<4;i++){ |
---|
879 | for(int j=0;j<4;j++){ |
---|
880 | for(int k=0;k<4;k++){ |
---|
881 | if(this->board[i][j][k][0]!= mini4DgamePlayerColor::none |
---|
882 | && this->board[i][j][k][0]==this->board[i][j][k][1] |
---|
883 | && this->board[i][j][k][1]==this->board[i][j][k][2] |
---|
884 | && this->board[i][j][k][2]==this->board[i][j][k][3]) |
---|
885 | { |
---|
886 | winner.color_ = this->board[i][j][k][0]; |
---|
887 | for(int x=0; x<4; x++){ |
---|
888 | winner.winningRow[x] = i; |
---|
889 | winner.winningColumn[x] = j; |
---|
890 | winner.winningHeight[x] = k; |
---|
891 | winner.winningNumber[x] = x; |
---|
892 | } |
---|
893 | return winner; |
---|
894 | } |
---|
895 | } |
---|
896 | } |
---|
897 | } |
---|
898 | return winner; |
---|
899 | } |
---|
900 | |
---|
901 | /** |
---|
902 | @brief |
---|
903 | Checks whether the gametype is Mini4Dgame and if it is, sets its centerpoint. |
---|
904 | */ |
---|
905 | void Mini4DgameBoard::checkGametype() |
---|
906 | { |
---|
907 | if (this->getGametype() != nullptr && this->getGametype()->isA(Class(Mini4Dgame))) |
---|
908 | { |
---|
909 | Mini4Dgame* Mini4DgameGametype = orxonox_cast<Mini4Dgame*>(this->getGametype()); |
---|
910 | Mini4DgameGametype->setGameboard(this); |
---|
911 | } |
---|
912 | } |
---|
913 | } |
---|