/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ /** @file PongBall.cc @brief Implementation of the PongBall class. */ #include "Mini4DgameBoard.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "gametypes/Gametype.h" #include "graphics/BlinkingBillboard.h" #include "core/XMLPort.h" #include "Mini4Dgame.h" namespace orxonox { RegisterClass(Mini4DgameBoard); /** @brief Constructor. Registers and initializes the object. */ Mini4DgameBoard::Mini4DgameBoard(Context* context) : StaticEntity(context) { RegisterObject(Mini4DgameBoard); //this->registerVariables(); //initialize board for(int i=0;i<4;i++){ for(int j=0;j<4;j++){ for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ this->board[i][j][k][l]=mini4DgamePlayerColor::none; this->blinkingBillboards[i][j][k][l] = 0; } } } } this->player_toggle_ = false; this->checkGametype(); } //xml port for loading sounds void Mini4DgameBoard::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Mini4DgameBoard, XMLPort, xmlelement, mode); } /** @brief checks if the move is valid @param the position where to put the stone plus the player who makes the move */ bool Mini4DgameBoard::isValidMove(const Mini4DgamePosition& move) { return (move.x<4 && move.y<4 && move.z<4 && move.w<4 && move.x>=0 && move.y>=0 && move.z>=0 && move.w>=0 && this->board[move.x][move.y][move.z][move.w] == mini4DgamePlayerColor::none); } void Mini4DgameBoard::undoMove() { const Mini4DgamePosition& move = moves.back(); moves.pop_back(); this->board[move.x][move.y][move.z][move.w] = mini4DgamePlayerColor::none; this->blinkingBillboards[move.x][move.y][move.z][move.w]->destroy(); this->blinkingBillboards[move.x][move.y][move.z][move.w] = 0; if(player_toggle_){ this->player_toggle_ = false; }else{ this->player_toggle_ = true; } } /** @brief makes a move on the logic playboard @param the position where to put the stone plus the player who makes the move */ void Mini4DgameBoard::makeMove(const Mini4DgamePosition& move) { if(this->isValidMove(move)) { if(!moves.empty()) { //stop blinking of last move const Mini4DgamePosition& lastMove = moves.back(); this->blinkingBillboards[lastMove.x][lastMove.y][lastMove.z][lastMove.w] ->setActive(false); this->blinkingBillboards[lastMove.x][lastMove.y][lastMove.z][lastMove.w] ->setScale(0.1); } moves.push_back(move); mini4DgamePlayerColor::color playerColor = mini4DgamePlayerColor::none; if(player_toggle_){ playerColor = mini4DgamePlayerColor::blue; this->player_toggle_ = false; }else{ playerColor = mini4DgamePlayerColor::green; this->player_toggle_ = true; } this->board[move.x][move.y][move.z][move.w] = (mini4DgamePlayerColor::color) playerColor; BlinkingBillboard* bb = new BlinkingBillboard(this->getContext()); bb->setFrequency(0.3); bb->setAmplitude(0.1); switch(move.w){ case 0: bb->setMaterial("Numbers/One"); bb->setPosition(60.0f*move.x-95,60.0f*move.y-95,60.0f*move.z-95); break; case 1: bb->setMaterial("Numbers/Two"); bb->setPosition(60.0f*move.x-85,60.0f*move.y-85,60.0f*move.z-95); break; case 2: bb->setMaterial("Numbers/Three"); bb->setPosition(60.0f*move.x-85,60.0f*move.y-95,60.0f*move.z-85); break; case 3: bb->setMaterial("Numbers/Four"); bb->setPosition(60.0f*move.x-85,60.0f*move.y-85,60.0f*move.z-85); break; } switch(playerColor){ case mini4DgamePlayerColor::red: bb->setColour(ColourValue(1,0,0)); break; case mini4DgamePlayerColor::green: bb->setColour(ColourValue(0,1,0)); break; case mini4DgamePlayerColor::blue: bb->setColour(ColourValue(0,0,1)); break; default: break; } this->attach(bb); this->blinkingBillboards[move.x][move.y][move.z][move.w] = bb; Mini4DgameWinner winner = this->getWinner(); if(winner.color_ != mini4DgamePlayerColor::none) { orxout(user_status) << "Mini4Dgame: win!!!!!!!" << endl; for(int i=0;i<4;i++){ BlinkingBillboard* redFlare = new BlinkingBillboard(this->getContext()); redFlare->setFrequency(0.5); redFlare->setAmplitude(3); redFlare->setPosition(60.0f*(int)winner.winningRow[i]-90, 60.0f*(int)winner.winningColumn[i]-90, 60.0f*(int)winner.winningHeight[i]-90); redFlare->setMaterial("Flares/lensflare"); redFlare->setColour(ColourValue(1,0,0)); this->attach(redFlare); BlinkingBillboard* bb = this->blinkingBillboards[winner.winningRow[i]] [winner.winningColumn[i]] [winner.winningHeight[i]] [winner.winningNumber[i]]; bb->setActive(true);//start blinking } } }else{ orxout(internal_error) << "Mini4Dgame: not a valid move"<< endl; } } Mini4DgameWinner Mini4DgameBoard::getWinner() { Mini4DgameWinner winner; winner.color_ = mini4DgamePlayerColor::none; //check diagonals rows-columns-height-numbers for(int i=1; i<4; i++) { if(this->board[i][i][i][i]==mini4DgamePlayerColor::none || this->board[0][0][0][0] != this->board[i][i][i][i]) break; if(i==3) { winner.color_ = this->board[0][0][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][i][i]==mini4DgamePlayerColor::none || this->board[3][0][0][0] != this->board[3-i][i][i][i]) break; if(i==3) { winner.color_ = this->board[3][0][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][3-i][i][i]==mini4DgamePlayerColor::none || this->board[0][3][0][0] != this->board[i][3-i][i][i]) break; if(i==3) { winner.color_ = this->board[0][3][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][3-i][i]==mini4DgamePlayerColor::none || this->board[0][0][3][0] != this->board[i][i][3-i][i]) break; if(i==3) { winner.color_ = this->board[0][0][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][i][3-i]==mini4DgamePlayerColor::none || this->board[0][0][0][3] != this->board[i][i][i][3-i]) break; if(i==3) { winner.color_ = this->board[0][0][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } for(int i=1; i<4; i++) { 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]) break; if(i==3) { winner.color_ = this->board[3][3][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { 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]) break; if(i==3) { winner.color_ = this->board[3][0][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { 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]) break; if(i==3) { winner.color_ = this->board[3][0][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } //check diagonals rows-columns-height for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[i][i][i][l]==mini4DgamePlayerColor::none || this->board[0][0][0][l] != this->board[i][i][i][l]) break; if(i==3) { winner.color_ = this->board[0][0][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][i][l]==mini4DgamePlayerColor::none || this->board[3][0][0][l] != this->board[3-i][i][i][l]) break; if(i==3) { winner.color_ = this->board[3][0][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][3-i][i][l]==mini4DgamePlayerColor::none || this->board[0][3][0][l] != this->board[i][3-i][i][l]) break; if(i==3) { winner.color_ = this->board[0][3][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][3-i][l]==mini4DgamePlayerColor::none || this->board[0][0][3][l] != this->board[i][i][3-i][l]) break; if(i==3) { winner.color_ = this->board[0][0][3][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = l; } return winner; } } } //check diagonals rows-columns-numbers for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[i][i][l][i]==mini4DgamePlayerColor::none || this->board[0][0][l][0] != this->board[i][i][l][i]) break; if(i==3) { winner.color_ = this->board[0][0][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][l][i]==mini4DgamePlayerColor::none || this->board[3][0][l][0] != this->board[3-i][i][l][i]) break; if(i==3) { winner.color_ = this->board[3][0][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][3-i][l][i]==mini4DgamePlayerColor::none || this->board[0][3][l][0] != this->board[i][3-i][l][i]) break; if(i==3) { winner.color_ = this->board[0][3][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][l][3-i]==mini4DgamePlayerColor::none || this->board[0][0][l][3] != this->board[i][i][l][3-i]) break; if(i==3) { winner.color_ = this->board[0][0][l][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = 3-x; } return winner; } } } //check diagonals rows-height-numbers for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[i][l][i][i]==mini4DgamePlayerColor::none || this->board[0][l][0][0] != this->board[i][l][i][i]) break; if(i==3) { winner.color_ = this->board[0][l][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][l][i][i]==mini4DgamePlayerColor::none || this->board[3][l][0][0] != this->board[3-i][l][i][i]) break; if(i==3) { winner.color_ = this->board[3][l][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][l][3-i][i]==mini4DgamePlayerColor::none || this->board[0][l][3][0] != this->board[i][l][3-i][i]) break; if(i==3) { winner.color_ = this->board[0][l][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = l; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][l][i][3-i]==mini4DgamePlayerColor::none || this->board[0][l][0][3] != this->board[i][l][i][3-i]) break; if(i==3) { winner.color_ = this->board[0][l][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } } //check diagonals columns-height-numbers for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[l][i][i][i]==mini4DgamePlayerColor::none || this->board[l][0][0][0] != this->board[l][i][i][i]) break; if(i==3) { winner.color_ = this->board[l][0][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[l][3-i][i][i]==mini4DgamePlayerColor::none || this->board[l][3][0][0] != this->board[l][3-i][i][i]) break; if(i==3) { winner.color_ = this->board[l][3][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[l][i][3-i][i]==mini4DgamePlayerColor::none || this->board[l][0][3][0] != this->board[l][i][3-i][i]) break; if(i==3) { winner.color_ = this->board[l][0][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[l][i][i][3-i]==mini4DgamePlayerColor::none || this->board[l][0][0][3] != this->board[l][i][i][3-i]) break; if(i==3) { winner.color_ = this->board[l][0][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } } //check 2d diagonals for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ //rows-columns for(int i=1; i<4; i++) { if(this->board[i][i][k][l]==mini4DgamePlayerColor::none || this->board[0][0][k][l] != this->board[i][i][k][l]) break; if(i==3) { winner.color_ = this->board[0][0][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][k][l]==mini4DgamePlayerColor::none || this->board[3][0][k][l] != this->board[3-i][i][k][l]) break; if(i==3) { winner.color_ = this->board[3][0][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } //rows-height for(int i=1; i<4; i++) { if(this->board[i][k][i][l]==mini4DgamePlayerColor::none || this->board[0][k][0][l] != this->board[i][k][i][l]) break; if(i==3) { winner.color_ = this->board[0][k][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = k; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][k][i][l]==mini4DgamePlayerColor::none || this->board[3][k][0][l] != this->board[3-i][k][i][l]) break; if(i==3) { winner.color_ = this->board[3][k][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = k; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } //rows-numbers for(int i=1; i<4; i++) { if(this->board[i][k][l][i]==mini4DgamePlayerColor::none || this->board[0][k][l][0] != this->board[i][k][l][i]) break; if(i==3) { winner.color_ = this->board[0][k][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = k; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][k][l][i]==mini4DgamePlayerColor::none || this->board[3][k][l][0] != this->board[3-i][k][l][i]) break; if(i==3) { winner.color_ = this->board[3][k][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = k; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } //column-height for(int i=1; i<4; i++) { if(this->board[k][i][i][l]==mini4DgamePlayerColor::none || this->board[k][0][0][l] != this->board[k][i][i][l]) break; if(i==3) { winner.color_ = this->board[k][0][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[k][3-i][i][l]==mini4DgamePlayerColor::none || this->board[k][3][0][l] != this->board[k][3-i][i][l]) break; if(i==3) { winner.color_ = this->board[k][3][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } //column-numbers for(int i=1; i<4; i++) { if(this->board[k][i][l][i]==mini4DgamePlayerColor::none || this->board[k][0][l][0] != this->board[k][i][l][i]) break; if(i==3) { winner.color_ = this->board[k][0][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[k][3-i][l][i]==mini4DgamePlayerColor::none || this->board[k][3][l][0] != this->board[k][3-i][l][i]) break; if(i==3) { winner.color_ = this->board[k][3][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } //height-numbers for(int i=1; i<4; i++) { if(this->board[k][l][i][i]==mini4DgamePlayerColor::none || this->board[k][l][0][0] != this->board[k][l][i][i]) break; if(i==3) { winner.color_ = this->board[k][l][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[k][l][3-i][i]==mini4DgamePlayerColor::none || this->board[k][l][3][0] != this->board[k][l][3-i][i]) break; if(i==3) { winner.color_ = this->board[k][l][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = l; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } } } //check rows for(int j=0;j<4;j++){ for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ if(this->board[0][j][k][l]!= mini4DgamePlayerColor::none && this->board[0][j][k][l]==this->board[1][j][k][l] && this->board[1][j][k][l]==this->board[2][j][k][l] && this->board[2][j][k][l]==this->board[3][j][k][l]) { winner.color_ = this->board[0][j][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = j; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } } } //check columns for(int i=0;i<4;i++){ for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ if(this->board[i][0][k][l]!= mini4DgamePlayerColor::none && this->board[i][0][k][l]==this->board[i][1][k][l] && this->board[i][1][k][l]==this->board[i][2][k][l] && this->board[i][2][k][l]==this->board[i][3][k][l]) { winner.color_ = this->board[i][0][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = i; winner.winningColumn[x] = x; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } } } //check height for(int i=0;i<4;i++){ for(int j=0;j<4;j++){ for(int l=0;l<4;l++){ if(this->board[i][j][0][l]!= mini4DgamePlayerColor::none && this->board[i][j][0][l]==this->board[i][j][1][l] && this->board[i][j][1][l]==this->board[i][j][2][l] && this->board[i][j][2][l]==this->board[i][j][3][l]) { winner.color_ = this->board[i][j][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = i; winner.winningColumn[x] = j; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } } } //check numbers for(int i=0;i<4;i++){ for(int j=0;j<4;j++){ for(int k=0;k<4;k++){ if(this->board[i][j][k][0]!= mini4DgamePlayerColor::none && this->board[i][j][k][0]==this->board[i][j][k][1] && this->board[i][j][k][1]==this->board[i][j][k][2] && this->board[i][j][k][2]==this->board[i][j][k][3]) { winner.color_ = this->board[i][j][k][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = i; winner.winningColumn[x] = j; winner.winningHeight[x] = k; winner.winningNumber[x] = x; } return winner; } } } } return winner; } /** @brief Checks whether the gametype is Mini4Dgame and if it is, sets its centerpoint. */ void Mini4DgameBoard::checkGametype() { if (this->getGametype() != NULL && this->getGametype()->isA(Class(Mini4Dgame))) { Mini4Dgame* Mini4DgameGametype = orxonox_cast(this->getGametype()); Mini4DgameGametype->setGameboard(this); } } }