| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      ... | 
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| 24 | *   Co-authors: | 
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| 25 | *      Johannes Ritz | 
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| 26 | * | 
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| 27 | * | 
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| 28 | * | 
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| 29 | * | 
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| 30 | *TASK c) end the game in a nicer way | 
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| 31 | *TASK d) save the highscore | 
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| 32 | *TASK e) eye candy | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | /** | 
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| 36 | @file Tetris.cc | 
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| 37 | @brief Implementation of the Mini4Dgame class. | 
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| 38 | */ | 
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| 39 |  | 
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| 40 | #include "Mini4Dgame.h" | 
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| 41 |  | 
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| 42 | #include "core/CoreIncludes.h" | 
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| 43 | #include "core/EventIncludes.h" | 
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| 44 | #include "core/command/Executor.h" | 
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| 45 | #include "core/config/ConfigValueIncludes.h" | 
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| 46 | #include "infos/PlayerInfo.h" | 
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| 47 | #include "core/command/ConsoleCommandIncludes.h" | 
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| 48 |  | 
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| 49 | #include "gamestates/GSLevel.h" | 
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| 50 | #include "chat/ChatManager.h" | 
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| 51 |  | 
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| 52 | namespace orxonox | 
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| 53 | { | 
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| 54 |  | 
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| 55 | SetConsoleCommand("Mini4Dgame", "setStone", &Mini4Dgame::setStone).addShortcut(); | 
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| 56 | SetConsoleCommand("Mini4Dgame", "undoStone", &Mini4Dgame::undoStone).addShortcut(); | 
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| 57 |  | 
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| 58 | RegisterUnloadableClass(Mini4Dgame); | 
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| 59 |  | 
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| 60 | /** | 
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| 61 | @brief | 
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| 62 | Constructor. Registers and initializes the object. | 
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| 63 | */ | 
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| 64 | Mini4Dgame::Mini4Dgame(Context* context) : Deathmatch(context) | 
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| 65 | { | 
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| 66 | RegisterObject(Mini4Dgame); | 
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| 67 |  | 
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| 68 | this->board_ = nullptr; | 
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| 69 |  | 
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| 70 | // Set the type of Bots for this particular Gametype. | 
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| 71 | //this->botclass_ = Class(Mini4DgameBot); | 
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| 72 | } | 
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| 73 |  | 
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| 74 | /** | 
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| 75 | @brief | 
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| 76 | Destructor. Cleans up, if initialized. | 
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| 77 | */ | 
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| 78 | Mini4Dgame::~Mini4Dgame() | 
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| 79 | { | 
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| 80 | if (this->isInitialized()) | 
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| 81 | this->cleanup(); | 
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| 82 | } | 
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| 83 |  | 
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| 84 | /** | 
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| 85 | @brief | 
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| 86 | Cleans up the Gametype. | 
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| 87 | */ | 
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| 88 | void Mini4Dgame::cleanup() | 
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| 89 | { | 
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| 90 | if(this->board_ != nullptr)// Destroy the board, if present. | 
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| 91 | { | 
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| 92 | //this->board_->destroy(); | 
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| 93 | this->board_ = nullptr; | 
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| 94 | } | 
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| 95 | } | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | @brief | 
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| 99 | Starts the mini4Dgame. | 
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| 100 | */ | 
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| 101 | void Mini4Dgame::start() | 
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| 102 | { | 
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| 103 | if (this->board_ != nullptr) // There needs to be a Mini4DgameCenterpoint, i.e. the area the game takes place. | 
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| 104 | { | 
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| 105 | /* | 
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| 106 | if (this->board_ == nullptr) | 
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| 107 | { | 
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| 108 | this->board_ = new Mini4DgameBoard(this->board_->getContext()); | 
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| 109 | // Apply the template for the ball specified by the centerpoint. | 
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| 110 | this->board_->addTemplate(this->center_->getBoardtemplate()); | 
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| 111 | } | 
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| 112 | */ | 
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| 113 |  | 
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| 114 | // Attach the board to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. | 
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| 115 |  | 
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| 116 | this->board_->setPosition(0, 0, 0); | 
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| 117 |  | 
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| 118 | } | 
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| 119 | else // If no centerpoint was specified, an error is thrown and the level is exited. | 
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| 120 | { | 
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| 121 | orxout(internal_error) << "Mini4Dgame: No Centerpoint specified." << endl; | 
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| 122 | GSLevel::startMainMenu(); | 
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| 123 | return; | 
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| 124 | } | 
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| 125 |  | 
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| 126 | // Set variable to temporarily force the player to spawn. | 
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| 127 | bool temp = this->bForceSpawn_; | 
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| 128 | this->bForceSpawn_ = true; | 
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| 129 |  | 
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| 130 | // Call start for the parent class. | 
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| 131 | Deathmatch::start(); | 
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| 132 |  | 
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| 133 | // Reset the variable. | 
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| 134 | this->bForceSpawn_ = temp; | 
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| 135 | } | 
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| 136 |  | 
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| 137 | /** | 
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| 138 | @brief | 
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| 139 | Ends the Mini4Dgame minigame. | 
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| 140 | */ | 
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| 141 | void Mini4Dgame::end() | 
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| 142 | { | 
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| 143 | this->cleanup(); | 
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| 144 |  | 
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| 145 | // Call end for the parent class. | 
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| 146 | Deathmatch::end(); | 
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| 147 | } | 
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| 148 |  | 
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| 149 |  | 
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| 150 | /** | 
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| 151 | @brief | 
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| 152 | Spawns player. | 
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| 153 | */ | 
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| 154 | void Mini4Dgame::spawnPlayersIfRequested() | 
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| 155 | { | 
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| 156 | // first spawn human players to assign always the left bat to the player in singleplayer | 
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| 157 | for (const auto& mapEntry : this->players_) | 
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| 158 | if (mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 159 | this->spawnPlayer(mapEntry.first); | 
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| 160 | // now spawn bots | 
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| 161 | for (const auto& mapEntry : this->players_) | 
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| 162 | if (!mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 163 | this->spawnPlayer(mapEntry.first); | 
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| 164 | } | 
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| 165 |  | 
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| 166 | /** | 
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| 167 | @brief | 
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| 168 | Spawns the input player. | 
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| 169 | @param player | 
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| 170 | The player to be spawned. | 
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| 171 | */ | 
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| 172 | void Mini4Dgame::spawnPlayer(PlayerInfo* player) | 
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| 173 | { | 
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| 174 | assert(player); | 
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| 175 |  | 
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| 176 | if(false)//this->player_ == nullptr) | 
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| 177 | { | 
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| 178 | //this->player_ = player; | 
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| 179 | this->players_[player].state_ = PlayerState::Alive; | 
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| 180 | } | 
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| 181 | } | 
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| 182 |  | 
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| 183 | void Mini4Dgame::undoStone()//Vector4 move, const int playerColor) | 
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| 184 | { | 
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| 185 | ObjectList<Mini4DgameBoard>::iterator it = ObjectList<Mini4DgameBoard>().begin(); | 
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| 186 | it->undoMove(); | 
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| 187 | } | 
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| 188 |  | 
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| 189 | //void Mini4Dgame::setStone(Vector4 move, const int playerColor, Mini4DgameBoard* board) | 
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| 190 | void Mini4Dgame::setStone(int x,int y,int z,int w)//Vector4 move, const int playerColor) | 
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| 191 | { | 
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| 192 | Mini4DgamePosition move = Mini4DgamePosition(x,y,z,w); | 
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| 193 | ObjectList<Mini4DgameBoard>::iterator it = ObjectList<Mini4DgameBoard>().begin(); | 
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| 194 | it->makeMove(move); | 
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| 195 | } | 
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| 196 |  | 
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| 197 | void Mini4Dgame::win(Mini4DgameWinner winner) | 
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| 198 | { | 
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| 199 |  | 
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| 200 | } | 
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| 201 | } | 
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