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 TetrisBrick.cc |
---|
31 | @brief Implementation of the TetrisBrick class. |
---|
32 | */ |
---|
33 | |
---|
34 | #include "TetrisBrick.h" |
---|
35 | |
---|
36 | #include "core/CoreIncludes.h" |
---|
37 | #include "core/XMLPort.h" |
---|
38 | |
---|
39 | #include "TetrisCenterpoint.h" |
---|
40 | #include "TetrisStone.h" |
---|
41 | #include "Tetris.h" |
---|
42 | #include "util/Math.h" |
---|
43 | |
---|
44 | namespace orxonox |
---|
45 | { |
---|
46 | RegisterClass(TetrisBrick); |
---|
47 | |
---|
48 | /** |
---|
49 | @brief |
---|
50 | Constructor. Registers and initializes the object. |
---|
51 | @ingroup Tetris |
---|
52 | */ |
---|
53 | TetrisBrick::TetrisBrick(Context* context): ControllableEntity(context) |
---|
54 | { |
---|
55 | RegisterObject(TetrisBrick); |
---|
56 | this->shapeIndex_ = 1 + static_cast<unsigned int>(rnd(6.0f)); //<! random number between 0 and 7 |
---|
57 | this->stonesPerBrick_ = 4; //<! most tetris bricks is formed by 4 stones |
---|
58 | this->delay_ = false; |
---|
59 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisBrick::enableMovement, this))); |
---|
60 | this->lockRotation_ = false; |
---|
61 | this->tetris_ = this->getTetris(); |
---|
62 | this->size_ = 10.0f; //TODO: fix this via this->tetris_->center_->getStoneSize(); |
---|
63 | this->rotationCount_ = 0; |
---|
64 | this->createBrick(); //<! create a whole new Brick; |
---|
65 | } |
---|
66 | |
---|
67 | /** |
---|
68 | @brief |
---|
69 | This function partly initializes a TetrisBrick as an array of TetrisStones |
---|
70 | */ |
---|
71 | void TetrisBrick::createBrick(void) |
---|
72 | { //Index 0 : single stone, 1 : 4 in a row; 2: 4-Block right shifted; 3: 'T' 4: 4-Block left shifted; |
---|
73 | //Index 5 : 4-Block; 6 : 'L'; 7 : mirrored 'L'; |
---|
74 | if(this->shapeIndex_ == 0) |
---|
75 | this->stonesPerBrick_ = 1; |
---|
76 | for (unsigned int i = 0; i < this->stonesPerBrick_; i++) |
---|
77 | { |
---|
78 | // Create a new stone and add it to the brick. |
---|
79 | TetrisStone* stone = new TetrisStone(this->getContext()); |
---|
80 | this->brickStones_.push_back(stone); |
---|
81 | this->attach(stone); |
---|
82 | this->formBrick(stone, i); |
---|
83 | if(this->tetris_ != NULL) |
---|
84 | { |
---|
85 | stone->setGame(this->tetris_); |
---|
86 | if(this->tetris_->getCenterpoint() != NULL) |
---|
87 | stone->addTemplate(this->tetris_->getCenterpoint()->getStoneTemplate()); |
---|
88 | else |
---|
89 | orxout()<< "tetris_->getCenterpoint == NULL in TetrisBrick.cc"<< endl; |
---|
90 | } |
---|
91 | else |
---|
92 | orxout()<< "tetris_ == NULL in TetrisBrick.cc"<< endl; |
---|
93 | } |
---|
94 | } |
---|
95 | |
---|
96 | /** |
---|
97 | @brief |
---|
98 | This function creates the shape of a TetrisBrick. ! Spaghetti-Code ! |
---|
99 | @param i |
---|
100 | The stone's number. |
---|
101 | @param stone |
---|
102 | The TetrisStone that is placed relative to the brick's position. |
---|
103 | */ |
---|
104 | void TetrisBrick::formBrick(TetrisStone* stone, unsigned int i) |
---|
105 | { |
---|
106 | if(i == 0) //setting the first stone as |
---|
107 | { |
---|
108 | stone->setPosition(0.0f, 0.0f, 0.0f); |
---|
109 | } |
---|
110 | else if(i == 1) |
---|
111 | { |
---|
112 | stone->setPosition(0.0f, size_, 0.0f); |
---|
113 | } |
---|
114 | else if(i == 2) |
---|
115 | { |
---|
116 | if(this->shapeIndex_ == 1 || this->shapeIndex_ == 6 || this->shapeIndex_ == 7) |
---|
117 | { |
---|
118 | stone->setPosition(0.0f, 2*size_, 0.0f); |
---|
119 | } |
---|
120 | else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 4|| this->shapeIndex_ == 5) |
---|
121 | { |
---|
122 | stone->setPosition(size_, 0, 0.0f); |
---|
123 | } |
---|
124 | else if(this->shapeIndex_ == 2) |
---|
125 | { |
---|
126 | stone->setPosition(-size_, 0, 0.0f); |
---|
127 | } |
---|
128 | } |
---|
129 | else if(i == 3) |
---|
130 | { |
---|
131 | if(this->shapeIndex_ == 2 || this->shapeIndex_ == 5) |
---|
132 | { |
---|
133 | stone->setPosition(size_, size_, 0.0f); |
---|
134 | } |
---|
135 | else if(this->shapeIndex_ == 1) |
---|
136 | { |
---|
137 | stone->setPosition(0, 3*size_, 0.0f); |
---|
138 | } |
---|
139 | else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 7) |
---|
140 | { |
---|
141 | stone->setPosition(-size_, 0, 0.0f); |
---|
142 | } |
---|
143 | else if(this->shapeIndex_ == 4) |
---|
144 | { |
---|
145 | stone->setPosition(-size_, size_, 0.0f); |
---|
146 | } |
---|
147 | else if(this->shapeIndex_ == 6) |
---|
148 | { |
---|
149 | stone->setPosition(size_, 0, 0.0f); |
---|
150 | } |
---|
151 | } |
---|
152 | } |
---|
153 | |
---|
154 | bool TetrisBrick::isValidMove(const Vector3& position, bool isRotation = false) |
---|
155 | { |
---|
156 | return this->tetris_->isValidMove(this,position, isRotation); |
---|
157 | } |
---|
158 | |
---|
159 | TetrisStone* TetrisBrick::getStone(unsigned int i) |
---|
160 | { |
---|
161 | if(i < this->brickStones_.size()) |
---|
162 | return this->brickStones_[i]; |
---|
163 | else return NULL; |
---|
164 | } |
---|
165 | |
---|
166 | |
---|
167 | Tetris* TetrisBrick::getTetris() |
---|
168 | { |
---|
169 | if (this->getGametype() != NULL && this->getGametype()->isA(Class(Tetris))) |
---|
170 | { |
---|
171 | Tetris* tetrisGametype = orxonox_cast<Tetris*>(this->getGametype()); |
---|
172 | return tetrisGametype; |
---|
173 | } |
---|
174 | return NULL; |
---|
175 | } |
---|
176 | |
---|
177 | /** |
---|
178 | @brief |
---|
179 | Overloaded the function to rotate the Brick. |
---|
180 | @param value |
---|
181 | A vector whose first component is the angle by which to rotate. |
---|
182 | */ |
---|
183 | void TetrisBrick::moveFrontBack(const Vector2& value) |
---|
184 | { |
---|
185 | if(value.x < 0) //speedup on key down |
---|
186 | { |
---|
187 | Vector3 v_new = this->getVelocity()*1.2; |
---|
188 | if (v_new.y < -400.0f) //limiting the speed to prevent break throughs. |
---|
189 | v_new.y = -400.0f; |
---|
190 | this->setVelocity(v_new); |
---|
191 | } |
---|
192 | else if(!this->lockRotation_) //rotate when key up is pressed |
---|
193 | { |
---|
194 | if(!isValidMove(this->getPosition(), true)) //catch illegal rotations |
---|
195 | return; |
---|
196 | this->lockRotation_ = true; // multiple calls of this function have to be filtered out. |
---|
197 | this->rotationTimer_.setTimer(0.1f, false, createExecutor(createFunctor(&TetrisBrick::unlockRotation, this))); |
---|
198 | Quaternion q(Degree(90), Vector3::UNIT_Z); |
---|
199 | this->setOrientation(this->getOrientation()*q); //rotation: roll 90° |
---|
200 | this->rotationCount_ = (this->rotationCount_ + 1) % 4; |
---|
201 | } |
---|
202 | } |
---|
203 | |
---|
204 | /** |
---|
205 | @brief |
---|
206 | Overloaded the function to steer the Brick right and left |
---|
207 | @param value |
---|
208 | A vector whose first component is the direction in which we want to steer the Brick. |
---|
209 | */ |
---|
210 | void TetrisBrick::moveRightLeft(const Vector2& value) |
---|
211 | { |
---|
212 | if(!this->delay_) |
---|
213 | { |
---|
214 | const Vector3& position = this->getPosition(); |
---|
215 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); |
---|
216 | if(!this->isValidMove(newPos)) |
---|
217 | return; |
---|
218 | |
---|
219 | this->setPosition(newPos); |
---|
220 | this->delay_ = true; |
---|
221 | this->delayTimer_.startTimer(); |
---|
222 | } |
---|
223 | } |
---|
224 | |
---|
225 | /** |
---|
226 | @brief |
---|
227 | Is called when the player changed. |
---|
228 | */ |
---|
229 | void TetrisBrick::changedPlayer() |
---|
230 | { |
---|
231 | this->setVelocity(0.0f, 0.0f, 0.0f); |
---|
232 | } |
---|
233 | |
---|
234 | /** |
---|
235 | @brief |
---|
236 | Attaches stones to the Centerpoint. |
---|
237 | */ |
---|
238 | void TetrisBrick::releaseStones(TetrisCenterpoint* center) |
---|
239 | { |
---|
240 | assert(this->tetris_); |
---|
241 | for(unsigned int i = 0; i < this->brickStones_.size(); i++) |
---|
242 | { |
---|
243 | this->brickStones_[i]->detachFromParent(); |
---|
244 | this->brickStones_[i]->attachToParent(center); |
---|
245 | this->brickStones_[i]->setPosition(this->getPosition()+this->tetris_->rotateVector(this->brickStones_[i]->getPosition(),this->rotationCount_ )); |
---|
246 | } |
---|
247 | this->brickStones_.clear(); |
---|
248 | } |
---|
249 | |
---|
250 | } |
---|