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source: code/branches/formation/src/modules/tetris/Tetris.cc @ 9142

Last change on this file since 9142 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 8.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Tetris.cc
31    @brief Implementation of the Tetris class.
32*/
33
34#include "Tetris.h"
35
36#include "core/CoreIncludes.h"
37#include "core/EventIncludes.h"
38#include "core/command/Executor.h"
39
40#include "gamestates/GSLevel.h"
41
42#include "TetrisCenterpoint.h"
43#include "TetrisStone.h"
44#include "infos/PlayerInfo.h"
45
46namespace orxonox
47{
48
49    CreateUnloadableFactory(Tetris);
50
51    /**
52    @brief
53        Constructor. Registers and initializes the object.
54    */
55    Tetris::Tetris(BaseObject* creator) : Deathmatch(creator)
56    {
57        RegisterObject(Tetris);
58
59        this->activeStone_ = NULL;
60
61        // Pre-set the timer, but don't start it yet.
62        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startStone, this)));
63        this->starttimer_.stopTimer();
64
65        this->player_ = NULL;
66    }
67
68    /**
69    @brief
70        Destructor. Cleans up, if initialized.
71    */
72    Tetris::~Tetris()
73    {
74        if (this->isInitialized())
75            this->cleanup();
76    }
77
78    /**
79    @brief
80        Cleans up the Gametype.
81    */
82    void Tetris::cleanup()
83    {
84
85    }
86
87    void Tetris::tick(float dt)
88    {
89        SUPER(Tetris, tick, dt);
90
91        if(this->activeStone_ != NULL)
92        {
93            if(!this->isValidStonePosition(this->activeStone_, this->activeStone_->getPosition()))
94            {
95                this->activeStone_->setVelocity(Vector3::ZERO);
96                this->createStone();
97                this->startStone();
98            }
99        }
100    }
101
102    bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position)
103    {
104        assert(stone);
105
106        if(position.x < this->center_->getStoneSize()/2.0)  //!< If the stone touches the left edge of the level
107            return false;
108        else if(position.x > (this->center_->getWidth()-0.5)*this->center_->getStoneSize()) //!< If the stone touches the right edge of the level
109            return false;
110
111        for(std::vector<TetrisStone*>::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it)
112        {
113            if(stone == *it)
114                continue;
115
116            const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone
117
118            if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize())
119                return false;
120        }
121
122        return true;
123    }
124
125    bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position)
126    {
127        assert(stone);
128
129        // we use a reverse iterator because we have to check for collisions with the topmost stones first
130        for(std::vector<TetrisStone*>::const_reverse_iterator it = this->stones_.rbegin(); it != this->stones_.rend(); ++it)
131        {
132            if(stone == *it)
133                continue;
134
135            const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone
136
137            if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize()))
138            {
139                this->activeStone_->setPosition(Vector3(this->activeStone_->getPosition().x, currentStonePosition.y+this->center_->getStoneSize(), this->activeStone_->getPosition().z));
140                return false;
141            }// This case applies if the stones overlap partially vertically
142        }
143
144        // after we checked for collision with all stones, we also check for collision with the bottom
145        if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level
146        {
147            stone->setPosition(Vector3(stone->getPosition().x, this->center_->getStoneSize()/2.0f, stone->getPosition().z));
148            return false;
149        }
150
151        return true;
152    }
153
154    /**
155    @brief
156        Starts the Tetris minigame.
157    */
158    void Tetris::start()
159    {
160        if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place.
161        {
162            // Create the first stone.
163            this->createStone();
164        }
165        else // If no centerpoint was specified, an error is thrown and the level is exited.
166        {
167            orxout(internal_error) << "Tetris: No Centerpoint specified." << endl;
168            GSLevel::startMainMenu();
169            return;
170        }
171
172        // Start the timer. After it has expired the stone is started.
173        this->starttimer_.startTimer();
174
175        // Set variable to temporarily force the player to spawn.
176        bool temp = this->bForceSpawn_;
177        this->bForceSpawn_ = true;
178
179        // Call start for the parent class.
180        Deathmatch::start();
181
182        // Reset the variable.
183        this->bForceSpawn_ = temp;
184    }
185
186    /**
187    @brief
188        Ends the Tetris minigame.
189    */
190    void Tetris::end()
191    {
192        this->cleanup();
193
194        // Call end for the parent class.
195        Deathmatch::end();
196    }
197
198    /**
199    @brief
200        Spawns player.
201    */
202    void Tetris::spawnPlayersIfRequested()
203    {
204        // Spawn a human player.
205        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
206            if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_))
207                this->spawnPlayer(it->first);
208    }
209
210    /**
211    @brief
212        Spawns the input player.
213    @param player
214        The player to be spawned.
215    */
216    void Tetris::spawnPlayer(PlayerInfo* player)
217    {
218        assert(player);
219
220        if(this->player_ == NULL)
221        {
222            this->player_ = player;
223            this->players_[player].state_ = PlayerState::Alive;
224        }
225    }
226
227    /**
228    @brief
229        Starts the first stone.
230    */
231    void Tetris::startStone(void)
232    {
233        if(this->player_ == NULL)
234            return;
235
236        unsigned int cameraIndex = 0;
237        if(this->activeStone_ != NULL)
238        {
239            // Get camera settings
240            cameraIndex = this->activeStone_->getCurrentCameraIndex();
241            this->player_->stopControl();
242        }
243       
244        // Make the last stone to be created the active stone.
245        this->activeStone_ = this->stones_.back();
246       
247        this->player_->startControl(this->activeStone_);
248        this->activeStone_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f);
249        this->activeStone_->setCameraPosition(cameraIndex);
250    }
251
252    /**
253    @brief
254        Creates a new stone.
255    */
256    void Tetris::createStone(void)
257    {
258        // Create a new stone and add it to the list of stones.
259        TetrisStone* stone = new TetrisStone(this->center_);
260        this->stones_.push_back(stone);
261       
262        // Apply the stone template to the stone.
263        stone->addTemplate(this->center_->getStoneTemplate());
264       
265        // Attach the stone to the Centerpoint and set the position of the stone to be at the top middle.
266        this->center_->attach(stone);
267        float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize();
268        float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize();
269        stone->setPosition(xPos, yPos, 0.0f);
270        stone->setGame(this);
271    }
272
273    /**
274    @brief
275        Get the player.
276    @return
277        Returns a pointer to the player. If there is no player, NULL is returned.
278    */
279    PlayerInfo* Tetris::getPlayer(void) const
280    {
281        return this->player_;
282    }
283
284    /**
285    @brief Set the TetrisCenterpoint (the playing field).
286    @param center A pointer to the TetrisCenterpoint to be set.
287    */
288    void Tetris::setCenterpoint(TetrisCenterpoint* center)
289    {
290        this->center_ = center;
291    }
292
293}
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